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# Daniel Wilson

Member Since 31 May 2012
Offline Last Active Aug 26 2012 04:16 PM

### In Topic: Tool to mathematically create a mesh

26 August 2012 - 04:17 PM

I've only played with this on linux, but seems to fit your description the most: http://k3dsurf.sourceforge.net/

That's what I needed thanks!

### In Topic: What to do with an attenuated light vector in my shader

17 August 2012 - 01:12 PM

So I've been working on this a while longer, and the only real conclusion I have come up with is the colour values must be wrong. I thought for a while maybe they were right and I was not doing the correct thing with the result. I was given the good advice that:

the phong model computes the radiance at the surface only, the scattered radiance is
just more radiance coming from under the surface, to the eye.

So hopefully that might help some future googlers, now if if I could just work out the correct values to begin with! I knew the colours were too trippy

### In Topic: How to change colour based on viewing angle

14 August 2012 - 07:54 AM

Very nice thanks for that cool answer, the effect is simple works well for my purposes!

### In Topic: What to do with an attenuated light vector in my shader

07 August 2012 - 09:29 PM

Yeah should've mentioned that too sorry, I am certain that data is correct. This shader is actually being used in Ogre, and it's easy to generate the texture in Ogre and the output is virtually identical to fx composer. Each rgba component in the floating point texture just holds a preset scattering coefficient value taken from this table:

### In Topic: What to do with an attenuated light vector in my shader

07 August 2012 - 12:33 PM

Woops sorry, I've gotten so deep into this thing I'm just assuming the whole world knows what I mean by p_omega_out . I appreciate the help and even general advice is very useful. Here is another screen from the paper which should be looked at with the image from the first post.

When I say p_omega_out, I mean the vector from the pixel P to the viewer.

Here is the fx composer file I have at the moment, it's rather large and based off of the algorithms in the paper which you would probably need to read in full to make sense of so I won't ask you to do that! I am applying this map as the subsurface texture map.