Tuesday, January 19, 2010

Eagle Scooter Wheels 125



With this picture I get back to some experiments on materials Sub-Surface Scattering, which absorb light refracting within them. We sense that this feature tends to converge towards dissimilar results depending on the model which the material is applied: the variability of effects that can be achieved is truly amazing, and that is why it is useful to conduct various tests to fully understand the behavior. The basic model has been downloaded for free from 3D Archive, an excellent resource for many good models that can be imported into SketchUp. The SSS is made from a material specular shader (shader that is used for any type of glass) with a light absorbing color orange tones, which gives just the base color of the statuette. The scattering parameter active while the internal refraction which reduce the transparency of the material as and when light passes through it. In this way, as you can see, the more subtle areas such as borders, are almost transparent, while the internal parts are more opaque.
The final point in this picture, the method for calculating the SDS: the current commercial version of Indigo, the 2.2, has made several modifications to the algorithm for calculating the material scattering, simplifying and speeding up the rendering process for materials with uniform value SSS. In this case it was desired to test the actual efficiency improvements and found a significant improvement: the rendering time of 4 hours, and good definition of the material, although not yet very clear.

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