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greenish color spill onVrayFastSSS2

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  • greenish color spill onVrayFastSSS2

    I want to gat a translucent marble like model where you have thick and thin areas.
    As soon as you put a diffuse map inside the overall color slot or into the sub-surface color slot you get that problem of greenish colors.
    When you use your map in the scatter color instead you loose tons of details of this map. So how to adress this issue?
    Alsurface works fine with the light scattering - but as we now it has bad translucent effects on very thin areas, we even cant call that translucent at all..
    https://us.v-cdn.net/5021068/uploads...3ery7tbyqv.jpg

  • #2
    Try and keep the saturation low (say, below half) for the scatter and SSS colors/maps.
    It should prevent longer paths rotating around the hue wheel.
    Lele
    Trouble Stirrer in RnD @ Chaos
    ----------------------
    emanuele.lecchi@chaos.com

    Disclaimer:
    The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

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    • #3
      Hey Lele, hope you had a good start into new year. Yes I just tried that now, but it definetly reduces the overall saturation of the colors that I want then. Btw i use white colorswatches as they seem to work like filters if you have a color in them/ multiplied or added to the map. Using a seperate Sub-surface-color and a scatter color helps to dial stuff in.- but its pretty hard to control . Especially if you want to have a bigger scatter radius and keep color details.

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      • #4
        I had, thank you!

        Yes, i agree entirely with your assessment.
        Be it the model, or the nature of the thing, the longer a path is, and the more Saturated the colors are, the more it runs around the hue wheel, trying to hit the opposite side.
        In fact, the other workaround (yeah, right.) was to reduce the scatter radius. ^^

        I need to make some more actual tests with the competition, as well.
        Lele
        Trouble Stirrer in RnD @ Chaos
        ----------------------
        emanuele.lecchi@chaos.com

        Disclaimer:
        The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

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        • #5
          Yes, thats exactly what i experience.It is very difficult to dial it in when your map has lots of colors. What also confuses me, that if you put 2 objects like cylinders very close togehter that you only have a hair thin gap, and give both a marble preset, with a bit colorized sub surface color, you get some kind of multiply effect of that color where those objects nearly touch. vs the Alsurface where you have an absolut clean seperation there.
          Last edited by demonslayer; 04-01-2020, 10:27 AM.

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          • #6
            Yep, ALSurface has a different SSS diffusion profile, better in that respect.
            EDIT: does it still happen with two different SSS IDs for the surfaces?
            Lele
            Trouble Stirrer in RnD @ Chaos
            ----------------------
            emanuele.lecchi@chaos.com

            Disclaimer:
            The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

            Comment


            • #7
              The Alsurfaces diffusion model seems to work very good, except when I aim for glas like thin surfaces, it just never looks right (Or iam doing it wrong). I even tried using a Vrayblendmaterial to blend into a glas coating or vice versa - the result : breaks the correct rendering of the VrayFastSSS2.

              To your question: First I have to say that the Color multiply on the contact area only appears in Refraction mode of the VrayFastSSS2. Solid mode works fine. I just tried to give those 2 objects 2 different VraySurfaceIDs but it had the same result. If you know a better solution to shade teeth like structures let me know. I considered trying to split it up into VrayScatterVolume and Coatings - but I dont like that approach very much.

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              • #8
                Scattervolume and a coat is going to look real good, but it may be laborious to set up initially.
                It has two modes of operation, and regardless of their wording in the dropdown, one is better suited to stuff like liquids, while the other to solids.
                "Your" teeth look real good as they are, btw.
                Lele
                Trouble Stirrer in RnD @ Chaos
                ----------------------
                emanuele.lecchi@chaos.com

                Disclaimer:
                The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

                Comment


                • #9
                  Thats what I feared as I only used it once on a project here at our company :/ . But Iam testing it right now, It is always good to have some comparison.
                  Its pretty wired that the alpha gets fully colorized via the scatter volume. Greenspill still is heavy, except you raise the scatter radius.
                  thank You, I really hope you can help me to make it look better :P

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