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The new nightlies VrayMtl has a switch to go from glossy to rough reflections (inverting the slider). I'd suggest that it would be good if the Vray version of ALsurface also had that too (from rough to glossy).
I'd be interested in hearing discussion on using the three SSS layers in combination. The default values use 2 red and 1 blue, presumably to simulate various layers of skin. This parallels the Arnold shader's settings, except that it has the weights off for 2 of the layers disabling them by default.
I'd also be interested to hear other approaches people use to combine the 3 SSS layers. I note that in Ander's skin tutorial that he only uses one layer. Similarly the Wikihuman implementation of the shader also only uses 1 sss layer. One technique that I find intriguing is multiplying the diffuse map with solid red, green, and blue and then inputting this into the 3 SSS layers, using differing depth/distance values for the three colors (for example 0.8 for red, 0.2 for green, and 0.1 for blue) with the weight at 1 for each.
Question for Vlado: Should the SSS colors be gamma corrected? The diffuse definitely needs to be. If it matters, I'm using Maya.
Also in a side-by-side comparison, the SSS from the ALsurface (reflections disabled, SSS set to diffusion, single layer SSS) is slower than the SSS2 (reflections disabled). Is that to be expected? I thought that the diffusion method was essentially parallel to the method used by the SSS2, so I would expect roughly the same render times.
The new nightlies VrayMtl has a switch to go from glossy to rough reflections (inverting the slider). I'd suggest that it would be good if the Vray version of ALsurface also had that too (from rough to glossy).
I second this. Roughness workflow breaks my brain, and I completely avoid ALsurface due to roughness-only workflow despite its benefits.
Question for Vlado: Should the SSS colors be gamma corrected? The diffuse definitely needs to be. If it matters, I'm using Maya.
The SSS colors are interpreted as distances, so I think they shouldn't be gamma-corrected, but it might be better to ask Anders himself what is his original intention.
Also in a side-by-side comparison, the SSS from the ALsurface (reflections disabled, SSS set to diffusion, single layer SSS) is slower than the SSS2 (reflections disabled). Is that to be expected?
Not quite, they should be very similar in speed. What is the speed difference?
Vlado, have you seen it and if so, any ideas on what they did some of the cg people with?
I saw it, yes. I have no idea who worked on the digi doubles or what software they used though. The rendering was not too bad, but the animation was really off in my opinion...
Sorry for the delayed reply; this is now in the latest nightly builds and will be in beta 2.
Best regards,
Vlado
Thank's Vlado ! Can you upgrade also the shader in the wiki, since I use an older Vray version.. can't install the new one.. need to check with the tech support.. my pc has a problem with it.. Thanks Vlado!
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