Normal shading (default settings)
sk2.jpg (29485 ???)

Shading by a deep part diffusion process
(because set deep part diffusion color to a red system, color taste changes)
sk3.jpg (27862 ???)

Usual shading + ring-shaped specular (specular suitable to the material that fuzz stood)
sk5.jpg (30554 ???)

Deep part diffusion process + ring-shaped specular
sk4.jpg (29303 ???)

Deep part diffusion process + radial specular (specular suitable in cloth and jewels)
sss04.jpg (70962 ???)

Deep part diffusion process + radial specular + soft shadow
sss03.jpg (69842 ???)

A color of the outer layer is white. (it understands that looks at the part which only an ambient light is)
As a result of set a color of deep part diffusion in yellow green, and having set penetration distance of a ray in the middle range
(the Japanese cake style that wrapped bean jam in a rice cake?)
sk6.jpg (164754 ???)
For rendering time about 2 minutes (a thing of the same shape less than this is almost the same time)

A color of the outer layer is white, but this is a result when made the distance that uses texture for deep part diffusion color, and a ray penetrates short
sk7.jpg (166179 ???)

As a result of deepened distance to seep of a ray than an image of the top, and having made bump strong
Diffusivity rises, and a design becomes soft feel of a material
sk8.jpg (167476 ???)

A deep part diffusion process and a combination of transmission refraction (whether usable in expression of jade)
sk9.jpg (169156 ???)

Resemble "Japanese cake", but be the examples which raised permeability to an opposite direction of a light source
sk10.jpg (161680 ???)

The example which raised the semitransparent nature (ray penetration distance) of the image mentioned above
(color density of the other side of a light rises at a realistic color filter ring)
sk11.jpg (163509 ???)

Example 1 of the feel of a material control that used texture for
(the penetration distance of a ray controlled diffusion depth by setting of the middle range)
tex00.jpg (164369 ???)

Example 2 of the feel of a material control that used texture for
(the penetration distance of a ray controlled internal absorptance by setting of the middle range)
tex01.jpg (165429 ???)

Example 3 of the feel of a material control that used texture for
(penetration distance of a ray controlled diffusion depth by the setting of the deep range)
tex02.jpg (164298 ???)

Example 4 of the feel of a material control that used texture for
(penetration distance of a ray controlled internal absorptance by the etting of the deep range)
tex03.jpg (166435 ???)

The deep part diffusion process that set penetration distance of a ray short
sss00.jpg (36419 ???)
For rendering time about 4 minutes (almost same following two pieces)

The deep part diffusion process that set penetration distance of a ray in the middle range
sss01.jpg (36266 ???)

The deep part diffusion process that set penetration distance of a ray deep range
sss02.jpg (36293 ???)

The example which used for an a little complicated model
(tried to use algorithm for a while different from an image on ?)
ssshead.jpg (166036 ???)
For rendering time about 30 minutes (when uses cache well, can shorten it until around 10 minutes)

Variation 1 of specular
spec0.jpg (79025 ???)
Rendering time about 9 seconds

Variation 2 of specular (be be setting of a parameter more in various ways), spec1.jpg (80718 ???)
Rendering time about 9 seconds

Example 1 that lets color density change by thickness of a transparent object
A result when set it to use a function of LW for processing of shadow
t2.jpg (54030 ???)
Rendering time about 30 seconds

Example 2 that lets color density change by thickness of a transparent object
A result when set it to use an original ray trace function for processing of shadow
t1.jpg (54224 ???)
Rendering time about 30 seconds

Example 3 that lets color density change by thickness of a transparent object
A result when set it to use an original ray trace function for processing of shadow and processed original caustics still as well
t0.jpg (59453 ???)
Rendering time about 2 minutes

An example of chromatic aberration processing
Be different from RGB resolution processing of "SHADE", and can designate the number of resolution by a range of 2-6 band
(rainbow color goes considerably neatly when designates a 6 band)
t3.jpg (69128 ???)
Rendering time about 5 minutes
Movie (MPEG)

An example of processing to let deepness and a ray transmission factor of a color change by thickness of a transparent object (the surface of the water)
lake4.jpg (81424 ???)
Rendering time about 4 minutes

An example of quasi-SSS in hyper voxel
? Cannot use usual SSS in hyper voxel. (there are specification and relation of LW in itself)
hv00.jpg (20464 ???)
Rendering time one or two minutes

The example which used radiosity for a light source of SSS processing (take time very much)
rs00.jpg (122956 ???)
Rendering time about 3 hours
But be 20-30 minutes if uses cache by agreement in a picture deteriorating

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