Red blood cells in vein, cutaway

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zsouthboy
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Joined: Fri Oct 13, 2006 5:12 am

Red blood cells in vein, cutaway

Post by zsouthboy » Thu Jan 25, 2007 2:15 pm

Just playing with blender and indigo v7t2.

Due to instancing (Thanks Nick!), entire XML file is ~400kb :D (about a hundred thousand tris)

Used dupliverts as particles in blender.

SSS is fun to wait for convergence.

I'm still not certain exactly how to get the color I want (think of how a vein looks... how do I get that effect?) so I am playing with those values too.

Also, I get "PANIC: tryed to exit medium when not inside it." a thousand times when rendering this scene. What exactly does that mean?

Image

Wedge
Posts: 441
Joined: Sun Jan 14, 2007 11:33 am
Location: East Coast, USA

Post by Wedge » Thu Jan 25, 2007 6:18 pm

Theres a post in the bugs section where Arneoog said it was because two mediums are touching eachother and it is something you can ignore.

It sure makes it tough to catch the render stats. :)
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zsouthboy
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Joined: Fri Oct 13, 2006 5:12 am

Post by zsouthboy » Fri Jan 26, 2007 7:47 am

For the love of god, how the hell do I make some sort of "diffuse" looking material with SSS?

Image

Thats using these mediums:

Code: Select all

	<medium>
		<name>RedBloodCell.scatter</name>
		<ior>1.5</ior> 
         <cauchy_b_coeff>0.0</cauchy_b_coeff> 
         <absorption_coefficient_spectrum> 
            <rgb> 
               <rgb>50 10000 10000</rgb> 
            </rgb> 
         </absorption_coefficient_spectrum> 
         <precedence>20</precedence> 
        
         <subsurface_scattering> 
            <scattering_coefficient_spectrum> 
               <uniform> 
                  <value>20000</value> 
               </uniform> 
         </scattering_coefficient_spectrum> 
         <phase_function> 
            <uniform/> 
         </phase_function> 
      </subsurface_scattering> 
   </medium> 

	<medium>
		<name>RedVein.scatter</name>
		<ior>1.5</ior> 
         <cauchy_b_coeff>0.0</cauchy_b_coeff> 
         <absorption_coefficient_spectrum> 
            <rgb> 
               <rgb>50 10000 10000</rgb> 
            </rgb> 
         </absorption_coefficient_spectrum> 
         <precedence>21</precedence> 
        
         <subsurface_scattering> 
            <scattering_coefficient_spectrum> 
               <uniform> 
                  <value>10000</value> 
               </uniform> 
         </scattering_coefficient_spectrum> 
         <phase_function> 
            <uniform/> 
         </phase_function> 
      </subsurface_scattering> 
	</medium>

I can't get rid of the "gloss", or at least tone it down. Tried both specular material and glossy transparent. Argh.

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domparis
Posts: 37
Joined: Sun Nov 26, 2006 8:55 am

Post by domparis » Fri Jan 26, 2007 8:32 am

To get rid of the "gloss" u can try to lower the ior value near 1.1 or lower, that just change (in my word) the fresnel scale, so that result in a lower reflectivity at 90° (correct if i'm wrong), and u can add glossy_transparent, but this seems there are something wrong with it (it darken the overall effect), best is to wait a little for a next test version that fix the sss.

Dom

Wedge
Posts: 441
Joined: Sun Jan 14, 2007 11:33 am
Location: East Coast, USA

Post by Wedge » Fri Jan 26, 2007 10:35 pm

Here is some code I use to get a dull red looking blob in my sunlight test scene that I try while updating the blender script. My camera isn't that close to the object, but compared to the other one in the scene, it looks dull. So this might help:

Code: Select all

<medium>
	<name>ballRed.scatter</name>

	<ior>1.500</ior>
	<cauchy_b_coeff>0.000</cauchy_b_coeff>
	<precedence>13</precedence>

	<absorption_coefficient_spectrum>
		<rgb>
			<rgb>0.000 1.000 1.000</rgb>
		</rgb>
	</absorption_coefficient_spectrum>

	<subsurface_scattering>
		<scattering_coefficient_spectrum>
			<uniform>
				<value>0.100</value>
			</uniform>
		</scattering_coefficient_spectrum>

		<phase_function>
			<uniform/>
		</phase_function>
	</subsurface_scattering>
</medium>

<material>
	<name>ballRed</name>

	<glossy_transparent>
		<exponent>10.000</exponent>
		<internal_medium_name>ballRed.scatter</internal_medium_name>
	</glossy_transparent>
</material>
If you use the glossy tags, you can drop exponent to say 10 or so it should dull the object somewhat. It looks like your not using a sun so you might have to change the rgb values.

Opps, it looks like you already have the colors in.
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