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  • SSS2 render element

    We are having some issues with the SSS render element from Vray and how
    to comp it to give us control over the different elements of the
    material. IE. back scatter, front scatter, subsurface.

    Is there any way to specifically get access to the back scatter and
    front scatter components ? Our head compositor would like to have
    control over these elements but as it is, the SSS render element does
    not provide this finite control.

    Any help would be appreciated.

    Thank you.

  • #2
    I second that, I could not get the same result as the beauty render from the assembly of elements.
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name

    Comment


    • #3
      For the moment, the V-Ray SSS material does not distinguish between front and back scattering, so there is no way to get them separately. It is on the to do list, so we'll get there.

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

      Comment


      • #4
        Originally posted by vlado View Post
        For the moment, the V-Ray SSS material does not distinguish between front and back scattering, so there is no way to get them separately. It is on the to do list, so we'll get there.

        Best regards,
        Vlado
        Right, but how would you comp the sss2 element, with the rest of the passes like diffuse filter, raw lighting, reflection/specular. I have tried doing the typical where diffuse filter is multiplied over the raw lighting and add the reflection/specular and sss, but that does not give the correct result. What would be the proper math behind the element of sss2?
        Dmitry Vinnik
        Silhouette Images Inc.
        ShowReel:
        https://www.youtube.com/watch?v=qxSJlvSwAhA
        https://www.linkedin.com/in/dmitry-v...-identity-name

        Comment


        • #5
          (LIGHTING+GI)+(SSS)+(SPEC+REFLECT)+(SELF ILUM) If you want more control then you need to output ((DIFFUSE x RawLight)+(Raw GI x Diffuse)) + (SSS) + ((Spec + (Reflection Filter x Raw Reflection)) + (Self Ilum) . For refraction you don't want to use the refract element. Instead go to your refracted shader and choose Affect Channels under refraction and set it to ALL Channels. That way you can comp the refracted elements. Also all object IDs and material id's will correctly refract which is really cool.

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          • #6
            after doing some tests it looks to me as if the diffuse filter is actually contributing to the sss layer making it brighter. Either that or the raw lighting is contributing too much to the sss. In any case I have a simple sphere on a plane and here is what I got.Click image for larger version

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ID:	844851Click image for larger version

Name:	sphere_sss.jpg
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ID:	844852Click image for larger version

Name:	sphere_sss_comped_w_no_Light.jpg
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ID:	844853Click image for larger version

Name:	sphere_sss_comped_w_rawLight.jpg
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ID:	844854
            Dmitry Vinnik
            Silhouette Images Inc.
            ShowReel:
            https://www.youtube.com/watch?v=qxSJlvSwAhA
            https://www.linkedin.com/in/dmitry-v...-identity-name

            Comment


            • #7
              The sss2 element should be added to the rest of the scene; using the raw lighting*diffuse filter element will make things brighter, so it might be better to mask the raw lighting in that area (I'm thinking we would have to do that in the shader itself to avoid confusion).

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

              Comment


              • #8
                thanks Vlado, that would certainly help.
                Dmitry Vinnik
                Silhouette Images Inc.
                ShowReel:
                https://www.youtube.com/watch?v=qxSJlvSwAhA
                https://www.linkedin.com/in/dmitry-v...-identity-name

                Comment

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