I had come across a nice image using sss and the indigo renderer. I figured that even though Ive used the fastsss2 shader for dozens of projects and Ive found that there are edge cases where I've had no end of trouble replicating the look of a particular material i would take a stab at recreating this one. If nothing else it would give me an opportunity to try and get a better handle on parameters and how far it can be pushed. I've included both the source render and where im currently at with the material and point out some of what I'm running into.
As you can see the lighting is not widely off at least in regards to how we see the area light in the reflections. The real issue and one that I've never been able to adequately solve is the tendency for the color to blend toward the opposite color as the light is absorbed. You can see that in my version there is a green cast due to this affect and its particularly pronounced in the refractions near the right side of the face and the right sleeve. In the manual the solution is pointed out to use a more saturated color for the
scatter color. Unfortunately that doesn't always solve the issue. Id love to see solution to getting more of the reddish orange/peach that we see in the reference image. Also I'm fighting the scale in an attempt to get more forward scattering. Note how the ears in the reference image are nearly clear with little tinting. I cant get that clarity without loosing all the definition in the rest of the volume. You can also see this in the fingers on the right hand and the edge of the sleeve on the right arm appear more transparent. \I know tat indigo is using a spectral evaluation and my guess is that this material is coming from recorded data but I doubt that's the issue here. I would much prefer to assign it to user error. If anyone wants to stake a stab at getting something better id love to see how it can be improved.
Vlado, any thoughts on what I may be missing and if its possible to replicate this appearance?
Thanks
-Michael
Here are the settings Im currently using as well as the max file.
http://morphographic.com/VRay/Vray_S...ha_Test_03.max
P.S. the last image is what it looks like front lit for the reference.
As you can see the lighting is not widely off at least in regards to how we see the area light in the reflections. The real issue and one that I've never been able to adequately solve is the tendency for the color to blend toward the opposite color as the light is absorbed. You can see that in my version there is a green cast due to this affect and its particularly pronounced in the refractions near the right side of the face and the right sleeve. In the manual the solution is pointed out to use a more saturated color for the
scatter color. Unfortunately that doesn't always solve the issue. Id love to see solution to getting more of the reddish orange/peach that we see in the reference image. Also I'm fighting the scale in an attempt to get more forward scattering. Note how the ears in the reference image are nearly clear with little tinting. I cant get that clarity without loosing all the definition in the rest of the volume. You can also see this in the fingers on the right hand and the edge of the sleeve on the right arm appear more transparent. \I know tat indigo is using a spectral evaluation and my guess is that this material is coming from recorded data but I doubt that's the issue here. I would much prefer to assign it to user error. If anyone wants to stake a stab at getting something better id love to see how it can be improved.
Vlado, any thoughts on what I may be missing and if its possible to replicate this appearance?
Thanks
-Michael
Here are the settings Im currently using as well as the max file.
http://morphographic.com/VRay/Vray_S...ha_Test_03.max
P.S. the last image is what it looks like front lit for the reference.
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