ho my god I was missing the boat! lol
I need to try that shader!!
I just read it all, That's great news vlado.
Yes a new interface would be awesome, plus a backscattering layer too, so 3 layers of sss, a la mentalray. I played with the new sss2 in mentalray, they have a R G B value for the radius, so you can play with it, so the more red you add, the more red you got into the shadow ,etc, if you want some greenish into the second sss layer you can, and it work well and give great control. Can you add something like that too?
here's an exemple : http://www.cgfeedback.com/cgfeedback...1&d=1355730937
ok both dont have the exact same placement of light and power, but you get the idea. dont look at the eyes of Vray it was an old eye set up and they are bad,( Vray can do amazing eyes too dno't worry haha). As you can see, I was able to replicate the skin feeling of Vray with Mr but with less greenish, I could aslo make more blueish if I wanted,etc. by tweaknig the RGB radius value of each R G B . so If I wanted the second layer of the front scatter to have a slighly more blueish tint in the shadow, I can put more B value and play with the weight of the sss layer,etc. so it give quite a lot of control.
Mr has a new upcoming sss2 shader, lightmap free (was about time, like this it will be faster and especillay more details will remain ni small render, I had to render in 2500 pixel height to keep decent level of details in the lightmap....) and will be layerable, so you can add let's say sss, 2 reflection layers(and dont use the crappy specular that come with it now lol ),etc, or 2 sss , 3 reflections layer ,etc so it will be very flexible.
That's the approach I would like too for Vray, bring a new interface, call it Vray skin shader, and give us a lot of control.
If some peoples are affraid of having more control, some are not. I prefer to have a lot of control and learn how it work then having it simple and less control. So I would suggest keep the sss2 as is, and do a skin material for us, the perfectionnist one so that way you keep compatibilities for older project and the peoples used to it.
Also did you find someting about the red bleeding sss occuring near close surface, like big wrinkles ?
What about adding sss bump ? can it help to retain even much details?
Adamlewis :in your exemple of the sillicon mask I found it's not green what we see but more a blueish greenish one and it's subtil... anyway it can be the lighting too as some pointed out etc.. and it's sillicon, not skin so.
anyway it's a great news to hear
I need to try that shader!!
I just read it all, That's great news vlado.
Yes a new interface would be awesome, plus a backscattering layer too, so 3 layers of sss, a la mentalray. I played with the new sss2 in mentalray, they have a R G B value for the radius, so you can play with it, so the more red you add, the more red you got into the shadow ,etc, if you want some greenish into the second sss layer you can, and it work well and give great control. Can you add something like that too?
here's an exemple : http://www.cgfeedback.com/cgfeedback...1&d=1355730937
ok both dont have the exact same placement of light and power, but you get the idea. dont look at the eyes of Vray it was an old eye set up and they are bad,( Vray can do amazing eyes too dno't worry haha). As you can see, I was able to replicate the skin feeling of Vray with Mr but with less greenish, I could aslo make more blueish if I wanted,etc. by tweaknig the RGB radius value of each R G B . so If I wanted the second layer of the front scatter to have a slighly more blueish tint in the shadow, I can put more B value and play with the weight of the sss layer,etc. so it give quite a lot of control.
Mr has a new upcoming sss2 shader, lightmap free (was about time, like this it will be faster and especillay more details will remain ni small render, I had to render in 2500 pixel height to keep decent level of details in the lightmap....) and will be layerable, so you can add let's say sss, 2 reflection layers(and dont use the crappy specular that come with it now lol ),etc, or 2 sss , 3 reflections layer ,etc so it will be very flexible.
That's the approach I would like too for Vray, bring a new interface, call it Vray skin shader, and give us a lot of control.
If some peoples are affraid of having more control, some are not. I prefer to have a lot of control and learn how it work then having it simple and less control. So I would suggest keep the sss2 as is, and do a skin material for us, the perfectionnist one so that way you keep compatibilities for older project and the peoples used to it.
Also did you find someting about the red bleeding sss occuring near close surface, like big wrinkles ?
What about adding sss bump ? can it help to retain even much details?
Adamlewis :in your exemple of the sillicon mask I found it's not green what we see but more a blueish greenish one and it's subtil... anyway it can be the lighting too as some pointed out etc.. and it's sillicon, not skin so.
anyway it's a great news to hear
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