I wish to experiment with an altered version of ALSurface
I wish that the Value of an SSS Lobe Colour be De-coupled from the 'Translucency' effect.
Currently In ALSurface
- SSS Lobe Colours with light values make the substance appear more translucent (Light Finds it easy to penetrate and passes through like orange juice)
- SSS Lobe Colours with Dark values make the substance appear more opaque (Light Finds it harder to penetrate and pass through, like Mud Cake)
Practical example to demonstrate this 'issue' or Problem;
Try to make a back lit ear with a very Deep, Dark, Red. This Red Wine colour should be quite visible for the shot you are going for as you want the character to look evil and scary. But The Dark Value of the SSS Lobe Makes the light less present. You are stuck with making your reds lighter to allow light penetration. There is now an unnecessary tug of war between getting a deep red and having light penetration.
Experimental Solution
(I really don't want workarounds or solutions in post or hacks, it also doesn't matter if decoupling breaks physical laws)
I would like to try a version where:
- Translucency is determined by its own separate value input.
- Values towards Black make substance appear more opaque
- Values towards white make there substance appear more transparent or translucent.
- The specified color values of an SSS Lobe are not impacting anything else but colour information
Thanks for reading
Steve ~
[Update]
maybe there should be a value input for the Translucency/opaque as well as a map slot? - or is that too complicated? - Anyway, I would love to test this out soon.
I wish that the Value of an SSS Lobe Colour be De-coupled from the 'Translucency' effect.
Currently In ALSurface
- SSS Lobe Colours with light values make the substance appear more translucent (Light Finds it easy to penetrate and passes through like orange juice)
- SSS Lobe Colours with Dark values make the substance appear more opaque (Light Finds it harder to penetrate and pass through, like Mud Cake)
Practical example to demonstrate this 'issue' or Problem;
Try to make a back lit ear with a very Deep, Dark, Red. This Red Wine colour should be quite visible for the shot you are going for as you want the character to look evil and scary. But The Dark Value of the SSS Lobe Makes the light less present. You are stuck with making your reds lighter to allow light penetration. There is now an unnecessary tug of war between getting a deep red and having light penetration.
Experimental Solution
(I really don't want workarounds or solutions in post or hacks, it also doesn't matter if decoupling breaks physical laws)
I would like to try a version where:
- Translucency is determined by its own separate value input.
- Values towards Black make substance appear more opaque
- Values towards white make there substance appear more transparent or translucent.
- The specified color values of an SSS Lobe are not impacting anything else but colour information
Thanks for reading
Steve ~
[Update]
maybe there should be a value input for the Translucency/opaque as well as a map slot? - or is that too complicated? - Anyway, I would love to test this out soon.
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