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Ported FS4 - Integrate Subsurface Scattering with standard lighting code #141

Open wfpokorny opened 7 years ago

wfpokorny commented 7 years ago

Details

Subsurface Scattering still uses its own rudimentary code to compute illumination from classic light sources; this must be changed to use the standard light source & shadow handling code, to add support for non-trivial light sources (e.g. spotlights, cylindrical lights, area lights), partially-transparent shadowing objects etc.


Comments:


Comment by Christoph Lipka (clipka) - Wednesday, 09 September 2009, 15:50 GMT+5

As of change #4882, all standard lighting features are now supported. Some issues remain though regarding "insideness".


Comment by Thorsten Fröhlich (thorsten) - Tuesday, 23 August 2011, 12:04 GMT+5

What is the status of this?


Comment by Christoph Lipka (clipka) - Thursday, 25 August 2011, 20:15 GMT+5

Field changed: Due in Version (Undecided -> Future release)

Still some work to do, but nothing to be included in 3.7.0 release proper. After all, subsurface scattering was always meant to enter 3.7.0 as highly experimental.


Comment by Christoph Lipka (clipka) - Friday, 08 March 2013, 23:33 GMT+5

Area lights are not supported yet; they're still treated like point light sources instead.


Comment by Christoph Lipka (clipka) - Monday, 31 October 2016, 21:06 GMT+5

I haven't had a closer look at subsurface scattering for a while, and would need a thorough code review to determine what is and what is not still open in this regard; due to the complexity of the interactions with other features, I wouldn't want to close this task based on mere black box testing

wfpokorny commented 7 years ago

Quick note. If you're somewhat like me you avoid newer features on seeing issues like this still open. In my look at the code and in a half dozen area light test cases showed the SSLT feature working well for area lights. So, please don't shy away from trying the subsurface feature pending Christoph's review.