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StompinTom

- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
Post
by StompinTom » Wed Jun 30, 2010 7:32 am
fused wrote:nevermind guys... its soooooooooooo slow without LLVM (im on x64), it wont even start rendering.
Rendering OK here... except I see no progression from the bottom to the top. Tried playing around with the multipliers but nothing... Scale thing?
EDIT: Win7, 64-bit, Indigo 2.4.4 on an i7 930.
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fused

- Posts: 3648
- Joined: Fri Sep 22, 2006 7:19 am
- Location: Berlin, Germany
- 3D Software: Cinema 4D
Post
by fused » Wed Jun 30, 2010 7:42 am
StompinTom wrote:fused wrote:nevermind guys... its soooooooooooo slow without LLVM (im on x64), it wont even start rendering.
Rendering OK here... except I see no progression from the bottom to the top. Tried playing around with the multipliers but nothing... Scale thing?
EDIT: Win7, 64-bit, Indigo 2.4.4 on an i7 930.
no, that shader was just not final

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fused

- Posts: 3648
- Joined: Fri Sep 22, 2006 7:19 am
- Location: Berlin, Germany
- 3D Software: Cinema 4D
Post
by fused » Wed Jun 30, 2010 7:45 am
try that:
Code: Select all
<medium>
<name>MedIndigo Material_mid1</name>
<precedence>10</precedence>
<basic>
<ior>1.000000</ior>
<cauchy_b_coeff>0.000000</cauchy_b_coeff>
<absorption_coefficient>
<shader>
<shader>
<![CDATA[
def eval(vec3 pos) vec3 :
vec3(fbm(pos, 3) * 5.0 * pow(dotk(pos) * 1.0, -1.0))
#vec3(0.0)
]]>
</shader>
<wavelength_dependent>false</wavelength_dependent>
</shader>
</absorption_coefficient>
<subsurface_scattering>
<scattering_coefficient>
<shader>
<shader>
<![CDATA[
def eval(vec3 pos) vec3 :
vec3(fbm(pos, 3) * 10.0 * pow(dotk(pos) * 1.0, -1.0))
#vec3(0.0)
]]>
</shader>
<wavelength_dependent>false</wavelength_dependent>
</shader>
</scattering_coefficient>
<phase_function>
<uniform />
</phase_function>
</subsurface_scattering>
</basic>
</medium>
edit: you may want to play with the multipliers, namely the "* 5.0 *", which changes the strenght of the whole shader and the "* 1.0", which changes the fallof. < 1.0 should slower falloff, >1.0 faster.
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