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skin shader a la Alsurface pleaseeee

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  • We need 2d displacement to work with UDIM to do GREAT displacement.. I found Vlado that the 3d displacement I don't feel any autobump, since it's still way less precise then 2d displace.. is there a parameter to tweak to make the autobump crisper? Can you put a guy to make it work with UDIM like in Maya that 2d displace? I need it for hyper realistic character... we need super crisp 2d displacement..

    EDIT : Also Valdo, does Alsurface have a IDraytrace to make it in the same set like the sss2 and skin shader ? Does it work the same?
    Last edited by Bigguns; 04-08-2016, 10:07 AM.

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    • Originally posted by Bigguns View Post
      EDIT : Also Valdo, does Alsurface have a IDraytrace to make it in the same set like the sss2 and skin shader ? Does it work the same?
      I haven't gotten to that part yet, but I'll do it in the same way as the sss2/skin shader, yes.

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

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      • Btw here is my "to do" list:
        https://github.com/ChaosGroup/vray_al_surface/issues

        You can add items there yourself.

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

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        • Originally posted by ^Lele^ View Post
          Ahah, yes i DO hear you on the gazzillion things to get done in the while.
          Right now, adding a single, cute, little puppy dog in the family mix (Ray's the name.) threw my careful balance off kilter, and then it took me half a day to figure out how to divide 11 by 3 and get 3 and 2 of rest.
          Ray! Very Cute name! He looks so cute too (saw him on your FB page).
          Between a Blender and Houdini tut I will find some place to pursue the scripting mastering. I know you're right about this. BTW, VEX is supposed to give "performance close to compiled C/C++" code as they say. And VOP (the nodale version of vex if you want) is supposed to be as fast. But not so fast to learn... ;(

          __________________________________________
          www.strob.net

          Explosion & smoke I did with PhoenixFD
          Little Antman
          See Iron Baby and other of my models on Turbosquid!
          Some RnD involving PhoenixFD

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          • Originally posted by Bigguns View Post
            We need 2d displacement to work with UDIM to do GREAT displacement.. I found Vlado that the 3d displacement I don't feel any autobump, since it's still way less precise then 2d displace.. is there a parameter to tweak to make the autobump crisper? Can you put a guy to make it work with UDIM like in Maya that 2d displace? I need it for hyper realistic character... we need super crisp 2d displacement..

            EDIT : Also Valdo, does Alsurface have a IDraytrace to make it in the same set like the sss2 and skin shader ? Does it work the same?
            Ca I ask you what do you mean by autobump? And what's the advantage of udim for displacement? Isn't it just another way of numbering the UV tiles? I guess you are using Mari?

            For me it seems that this workflow gives pretty crisp results at least from zbrush with 3D displacement: http://www.cggallery.com/tutorials/displacement/

            __________________________________________
            www.strob.net

            Explosion & smoke I did with PhoenixFD
            Little Antman
            See Iron Baby and other of my models on Turbosquid!
            Some RnD involving PhoenixFD

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            • Ok I found out about autobump here: https://support.solidangle.com/displ...G/Displacement
              It's another Arnold thing. In what is it better than just creating a bump map in zbrush?

              __________________________________________
              www.strob.net

              Explosion & smoke I did with PhoenixFD
              Little Antman
              See Iron Baby and other of my models on Turbosquid!
              Some RnD involving PhoenixFD

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              • Hi guys, saw those test renderings promising, really like to try it out. After the first try, I got this error msg " specified module could not be found" when I start up 3dsmax. Then I install V-Ray nightly (vray_adv_34002_max2015_x64_26880). I still got the same error msg.

                What steps I might miss?

                (This is the link I download from https://github.com/ChaosGroup/vray_al_surface/releases )

                Chen

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                • Did you put the file inside plugins or vrayplugins folder? I needs to be placed in the latter.
                  Cheers,
                  Oliver

                  https://www.artstation.com/mokiki

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                  • hi ralpher
                    I put it in vrayplugins folder

                    ok, it's now working on my 3dsMax 2014. But for 3dsMax 2015, still showing the error. thanx
                    Last edited by hammerbchen; 05-08-2016, 05:03 AM.

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                    • Originally posted by vlado View Post
                      There's a new version of the shader here:
                      https://github.com/ChaosGroup/vray_al_surface/releases

                      This version adds Beckmann reflections and "Diffusion" sub-surface scattering, and fixes the bug that caused the shader to fall into an infinite loop in some situations.

                      Best regards,
                      Vlado
                      Cool it's working now! More than 200 hundreds Hd frames rendered without problem here! It's gonna be fun playing with this Tank you so much Vlado!

                      __________________________________________
                      www.strob.net

                      Explosion & smoke I did with PhoenixFD
                      Little Antman
                      See Iron Baby and other of my models on Turbosquid!
                      Some RnD involving PhoenixFD

                      Comment


                      • Originally posted by jstrob View Post
                        In what is it better than just creating a bump map in zbrush?
                        It's not better really, just you don't have to create the bump map separately. As I said above, V-Ray does autobump too; it's on by default, but can be DISabled by turning on the "cache normals" option in VRayDisplacementMod.

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

                        Comment


                        • Originally posted by vlado View Post
                          It's not better really, just you don't have to create the bump map separately. As I said above, V-Ray does autobump too; it's on by default, but can be DISabled by turning on the "cache normals" option in VRayDisplacementMod.

                          Best regards,
                          Vlado
                          Ok cool! I missed that one earlier.

                          __________________________________________
                          www.strob.net

                          Explosion & smoke I did with PhoenixFD
                          Little Antman
                          See Iron Baby and other of my models on Turbosquid!
                          Some RnD involving PhoenixFD

                          Comment


                          • Originally posted by vlado View Post
                            It's not better really, just you don't have to create the bump map separately. As I said above, V-Ray does autobump too; it's on by default, but can be DISabled by turning on the "cache normals" option in VRayDisplacementMod.

                            Best regards,
                            Vlado
                            But in the docs it is said that with cache normal enabled it's faster (but using more memory). so which one is the best to use?

                            __________________________________________
                            www.strob.net

                            Explosion & smoke I did with PhoenixFD
                            Little Antman
                            See Iron Baby and other of my models on Turbosquid!
                            Some RnD involving PhoenixFD

                            Comment


                            • For characters the best by farrrr is 2d displacement.. super crips.. less memory needed and faster .. though it depends wich resolution you set it at of course. but for now in max it dont support udim.. and i use udim like 4 udim of 8k on a head instead of 1 to get much more resolution to have super crisp define details.

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                              • Originally posted by Bigguns View Post
                                For characters the best by farrrr is 2d displacement.. super crips.. less memory needed and faster .. though it depends wich resolution you set it at of course. but for now in max it dont support udim.. and i use udim like 4 udim of 8k on a head instead of 1 to get much more resolution to have super crisp define details.
                                Interesting. Do you not have issues with seams then when spreading one mesh over different tiles?
                                David Weaver

                                Senior "Belief Crafter"
                                Realtime UK

                                https://www.artstation.com/artist/weaver

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