hi there,
when creating a shader (especially sss), the shader normally just fits for
the actual size of the object.
For example, check this link
http://sorceress.netfrag.org/optix/vray_test/sss1.jpg
It´s some sort of faked multilayer sss and it took quit long to
get the desired result.
But now, when i save this shader and want to reuse it in another scene,
where objects may have a different size, i have to completely rebuild
this shader due to the different sizes.
And it´s normaly not just done with re-adjusting the "thickness" value.
Especially the brigthness of the fog color plays a major role and needs
to be adjusted very carefully.
To improve the workflow, it would be a big advantage to have something
like a scale value to fit any shader to the actual size of the object instead of touching any value seperatly.
when creating a shader (especially sss), the shader normally just fits for
the actual size of the object.
For example, check this link
http://sorceress.netfrag.org/optix/vray_test/sss1.jpg
It´s some sort of faked multilayer sss and it took quit long to
get the desired result.
But now, when i save this shader and want to reuse it in another scene,
where objects may have a different size, i have to completely rebuild
this shader due to the different sizes.
And it´s normaly not just done with re-adjusting the "thickness" value.
Especially the brigthness of the fog color plays a major role and needs
to be adjusted very carefully.
To improve the workflow, it would be a big advantage to have something
like a scale value to fit any shader to the actual size of the object instead of touching any value seperatly.
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