MallenLane opened this issue on Aug 07, 2001 ยท 32 posts
MallenLane posted Tue, 07 August 2001 at 7:50 PM
On the hair subject... Until poser can render subsurface light scattering, such as hair and skin have.. You won't see anything that renders decently but longish hair. Hair is a translucent quality material that takes light and diffuses it inside the hair strand. This creates very specific characteristics of volume distributed light penetration and scattering. No rendering engine that I'm aware can do this kind of calculation. Yet. http://graphics.stanford.edu/~henrik/papers/bssrdf/ Researchers are however working on it. =) With a standard rendering engine, like Poser has, light hits the surface, illuminates, and leaves the reverse side in shadow and casts a shadow. It cannot calculate the light penetrating the hair shaft. What this causes when using planes of transmapped polygons to simulate a volume of hair, are dark spots where you see the underside of the polygon through a gap or through the thinness of the transmap. One of the ways to fake that illumination and get around the problem is to increase the ambient illumination setting. This gets rid of the undesirable dark spots, however it leaves the hair looking tone washed-out. Hope all that made sense.