indeed it does. But with raytraced solid, the render time is nearly 6 times longer then simple on our complex model. Is there a way to get rid of the green on simple model?
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A Quantized-Diffusion Model for Rendering SKIN and Translucent Materials
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Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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there is always a comp solution, but it is never ideal. We do not want to be fixing 100 shots of multiple digital creatures, if this can be fixed or controlled in the shader this would be the best solution.Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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Originally posted by Morbid Angel View Postindeed it does. But with raytraced solid, the render time is nearly 6 times longer then simple on our complex model. Is there a way to get rid of the green on simple model?
Best regards,
VladoI only act like I know everything, Rogers.
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its not clear in the manual what the "none" setting does. By setting it to none would we note remove all sss from the model? could you explain a bit on what happens when the model is set to none?Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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Originally posted by Morbid Angel View Postits not clear in the manual what the "none" setting does. By setting it to none would we note remove all sss from the model? could you explain a bit on what happens when the model is set to none?
Best regards,
VladoI only act like I know everything, Rogers.
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could you include that into the online manual thanks for the explanation. I for example always thought that "none" meant no scattering at all and never used it.Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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Hi Vlado,
I know it's a quite complicated set up, it's a random set up to test some ways of controlling more the effect of the front scattering, giving it a little yellow effect near the red effect in the shadow region of the sss. Since we dont have control over the front SSS, is there a way to give us control? like being able to choose the 2 color of the front scatter? it should be, in the first layer, the diffuse one, in the second a yellowish color and in the third one, the red color for the back scattering and front deep scattering.
What would be very cool in the next update, is to have control over the colors of the front scatter, because when we put a color saturated in the scatter color, we get the greenish effect, and it seems to happen at the blend of the sss color and the scatter color, so the more staturated the scatter color is compared to the sss color, the more we get the green effect. So if we have control over the blending color that occur between the blend of these 2, we can get rid of the green? is it possible to do that, don't know if I'm clear enought, english is me second language so..
And what about having a skin shader decomposed in module, so we can build one as we want it, with blends ? like having a module called : Base component(for the diffuse, displacement, bump,reflection,etc, for the diffuse, right now, what I like of the sss2 shader is that the diffuse is not blurred and changing of color when applyed to the shader.. like let's say Mentalray... so we must keep this working as well as it work)
front scatter 1, front scatter 2, back scatter ( with different SSS component, in term of the way the light interpenetrate in it,etc, based on real skin,with control all over the parameter so we can customise it) that would be awesome
And a special demand here: Please can you add an opacity map to the sss2 shader? it's annoying to have to blend it to make an alpha working in the shader, we need Alpha for eyes,etc, so it's not in rare case we use opacity map with sss2.
And also, having the fresnel reflection with a lot more control, like in the Vraymtl ( for some reason we don't get the same fresnel effect as with the sss2..?) the specular work great b the way
All the best,
Luc
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Originally posted by vlado View PostOn the other hand, I may have spoken too soon We'll see...
Best regards,
VladoLast edited by Morbid Angel; 13-12-2012, 04:51 PM.Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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