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skin shader a la Alsurface pleaseeee

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  • Hey guys,

    There's a new version of the shader (with a recompile for 3ds Max 2015):
    https://github.com/ChaosGroup/vray_al_surface/releases

    *) Added separate bump maps for the diffuse and reflection components;
    *) Added support for render elements
    *) Added options for reflection depth and subdivs controls.

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

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    • Great! Thanks
      German guy, sorry for my English.

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      • Thank you Vlado!!!

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        • Vlado I see you have a note on Github to add SSS to a light select RE. Is this something that could be done with the VRaySSS2 as well? Would you then add "SSS" to the drop-down choices for the Light Select RE (so we had: normal, raw, diffuse, sss, specular)?

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          • Originally posted by vlado View Post
            Hey guys,
            *) Added options for reflection depth and subdivs controls.
            Is it correct to assume that the material subdivs are not active when "use local subdivs" is off in the Render Settings? I see that they are not greyed out in the Maya Attribute Editor...

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            • Originally posted by sharktacos View Post
              Is it correct to assume that the material subdivs are not active when "use local subdivs" is off in the Render Settings?
              That's correct. The logic for greying out the subdivs is missing when the plugin shader is created from a V-Ray plugin. Implementing this would require some changes to the UI generator in V-Ray for Maya itself. I have it on the "to do" list, but it's a bit low in priority.

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

              Comment


              • It appears that the GI is going into the SSS render element, instead of the GI render element. I'm attaching a Maya 2015 scene illustrating this.
                Attached Files

                Comment


                • Yep. That's the result with the sss2 shader as well when "scatter GI" is enabled. The GI element by definition only stores diffusely reflected illumination. If the sss2 stored its GI in the GI render element, you would not be able to composite things correctly when "sss mix" is between 0.0 and 1.0 - in that case the diffuse and SSS components would interfere with each other. The correct solution would be to add a new render element for this.

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

                  Comment


                  • Originally posted by vlado View Post
                    Yep. That's the result with the sss2 shader as well when "scatter GI" is enabled. The GI element by definition only stores diffusely reflected illumination. If the sss2 stored its GI in the GI render element, you would not be able to composite things correctly when "sss mix" is between 0.0 and 1.0 - in that case the diffuse and SSS components would interfere with each other. The correct solution would be to add a new render element for this.

                    Best regards,
                    Vlado
                    Would it be possible (as a work-around) to add a "scatter GI" option like the SSS2 has?

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                    • I could, but I really don't want to... it will make the shader look less realistic. I would much rather add a separate render element for this.

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

                      Comment


                      • Would that mean installing a new nightlies/service pack version of Vray (with the added render element)? Or will it be possible to get the new render element just from the material plugin?

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                        • You would be able to create it on your own, but it won't as user-friendly.

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

                          Comment


                          • Yeah... that's why I was kinda hoping for a work-around solution in the meantime (a "scatter GI" option like the SSS2 has), not as the final solution, but as a temporary thing.

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                            • There is a problem with alShader and distributed rendering.
                              All servers except local host ignore settings of diffuse color.

                              SOORRY !!
                              different versions was installed....
                              Last edited by Mnietek2707; 13-10-2016, 03:51 AM.

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                              • is it working with render elements yet?
                                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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