The Persistence of Vision Raytracer (POV-Ray).

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Attached to Project: POV-Ray
Opened by Christoph Lipka - 2009-05-08
Last edited by William F Pokorny - 2016-11-01

FS#4 - Integrate Subsurface Scattering with standard lighting code

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.

Christoph Lipka commented on Wednesday, 09 September 2009, 10:50 GMT

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

Thorsten Fröhlich commented on Tuesday, 23 August 2011, 07:04 GMT

What is the status of this?

Christoph Lipka commented on Thursday, 25 August 2011, 15:15 GMT

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.

Christoph Lipka commented on Friday, 08 March 2013, 18:33 GMT

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

Christoph Lipka commented on Monday, 31 October 2016, 16:06 GMT

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.

William F Pokorny commented on Tuesday, 01 November 2016, 12:55 GMT

Now tracked on github as issue #141.


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