6/8: Homogeneous Volume Attempt


Attempt at a single scatter homogenous volume render. The dragon looks a lot better now! Looking closely, you can see the scatter of the light inside the object and it is starting to get a bit closer to jade. If you look at the small parts, it looks more dense and lesss light is being let through which will require some tweaking. https://graphics.pixar.com/library/ProductionVolumeRendering/paper.pdf





Values being used are close, but it felt a bit too white so I slightly tweaked it
diffuse 0.4 0.95 0.60
shininess 12.8
ambient 0.135 0.2225 0.1575
specular 0.3162 0.3162 0.3162





Reduced scatter distance by factor of two. Less glassy feel but the weird shading effects are a lot more noticeable now which causes the skin to look like it folds on itself. The head is also still too reflective. It feels like the jade is not being processed correctly(potentially because it has multiple intersections with the jade and enters and then exits before entering again causing issues.




The tip of the tail is the only part looking pretty close to what is expected.
The current drawback of single subsurface scattering is the result gets essentially flipped with what we are expecting. The larger volumes scatter the same amount as the shorter ones, just the scatter distance is different. This makes it so that it seems like thin edges are the densest parts while the large areas are the most translucent.





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