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A Quantized-Diffusion Model for Rendering SKIN and Translucent Materials

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  • #16
    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?
    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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    • #17
      Maybe u can fix it in post?
      CGI - Freelancer - Available for work

      www.dariuszmakowski.com - come and look

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      • #18
        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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        • #19
          Originally posted by Morbid Angel View Post
          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?
          Well you can always set it to "None" However in that case make sure that the sub-surface color is not white (seems to be some issue with that, which we will fix of course); slightly grey will work fine.

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

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          • #20
            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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            • #21
              Originally posted by Morbid Angel View Post
              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?
              It only affects the single scattering component, so setting it to "none" will not remove the sss effect, but will make the material ever so slightly less realistic. You will still be left with the multiple scattering, which accounts for most of the total sss effect. Most other renderers completely ignore the single scattering anyways.

              Best regards,
              Vlado
              I only act like I know everything, Rogers.

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              • #22
                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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                • #23
                  Hi Vlado,

                  did you tried the scene I sended you? and what's your result and thought about it?

                  Thank's

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                  • #24
                    Yes, I had a look; I saw that you have quite a complicated shader set up. I'm not entirely sure what were your goals to make it like this, so some explanations could be useful

                    Best regards,
                    Vlado
                    I only act like I know everything, Rogers.

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                    • #25
                      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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                      • #26
                        So it looks like the blue/green tint is a bug after all I hope to have this better for the next service pack.

                        Best regards,
                        Vlado
                        I only act like I know everything, Rogers.

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                        • #27
                          Wow cool, thanks vlado !
                          CGI - Freelancer - Available for work

                          www.dariuszmakowski.com - come and look

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                          • #28
                            On the other hand, I may have spoken too soon We'll see...

                            Best regards,
                            Vlado
                            I only act like I know everything, Rogers.

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                            • #29
                              Oh I hope its a bug!

                              Thanks

                              -Michael

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                              • #30
                                Originally posted by vlado View Post
                                On the other hand, I may have spoken too soon We'll see...

                                Best regards,
                                Vlado
                                probably means that the problem is more then just a simple "bug", if it was, most likely it would be already fixed.
                                Last 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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