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Stephen <mcavoys_at@aoldotcom> wrote:
> On 12/03/2011 7:47 PM, nemesis wrote:
> > BTW, I thought povray's SSLT (why not the more common SSS?) was supposed to
> > optimize away media-based SSS.
> >
>
> Don't ask me ;-)
my bad: as McGregor noticed in another thread, SSS plays bad with radiosity like
radiosity used to play with reflections, but you can still render fast SSS
results and composite them with a radiosity scene. :)
> > have you guys been using the full-resolution model or the highest resolution
> > decimated version?
>
> I've been using my own decimated version. I reduced is as far as I could
> and still keep most of the detail.
I've used the highest resolution decimated version from this:
ftp://graphics.stanford.edu/pub/3Dscanrep/dragon/dragon_recon.tar.gz
to "photograph" this miniature:
http://i54.tinypic.com/s0wj1c.jpg
sadly this tone mapped and defocused composite can't quite show off the
different SSLT in the 3 figures (lot in the front, quite less in second dragon
and none in the one behind), so here's the raw render from Blender:
http://i54.tinypic.com/69m4d4.jpg
took 15 minutes on a Q6600. Then again, SSS in Blender is just a post-process
involving the shadows and the z-buffer. Much like the focal blur too...
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