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  • randomwalk SSS

    It would be really nice to have random walk SSS in vray. Here is the implementation in blender https://developer.blender.org/D3054#72261
    http://goodbyekansasstudios.com/

  • #2
    The volume scatter material in Max uses Random walk SSS.. It is very easy to setup and gives impressive results
    Hopefully Chaos Group implements this material in Vray for Maya. You will find countless threads here asking about this material
    You will find other threads on Blender/Modo/C4D forums as well.
    Muhammed Hamed
    V-Ray GPU product specialist


    chaos.com

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    • #3
      Yes, it's coming up in the nightly builds for Maya.

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

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      • #4
        OMG. Rly ? Can you plz add gradient mapping abilities, so volume can falloff at the edges ? That will close atmosphere quest for me. Plz plz plz.
        I just can't seem to trust myself
        So what chance does that leave, for anyone else?
        ---------------------------------------------------------
        CG Artist

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        • #5
          Originally posted by Paul Oblomov View Post
          OMG. Rly ? Can you plz add gradient mapping abilities, so volume can falloff at the edges ? That will close atmosphere quest for me. Plz plz plz.
          This is more complicated, although one of the guys recently was doing some research related to that.

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

          Comment


          • #6
            vlado is VraysSatterVolume added to Maya nightly builds now? I can only find "BRDFScatterVolume" from V-Ray plugins which seems to be the one but I am not 100% positive. I am running the official Next update 1 build.
            always curious...

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            • #7
              You will have to go through the BRDFScatterVolume for now, yes. Let me know if you have any questions about it.

              Best regards,
              Vlado
              Last edited by vlado; 23-06-2019, 03:50 AM.
              I only act like I know everything, Rogers.

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              • #8
                vlado Would this node be a better candidate for rendering sss for skin over the VrayAlsurface?

                If yes, is it a good approach to use it as a base and blend a couple of spec lobes as coat materials using VrayMtl in a VrayBlendMtl?

                The idea is to render skin with random-walk sss and two spec lobes while still being physically-plausible/energy conserved.
                always curious...

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                • #9
                  Originally posted by jasonhuang1115 View Post
                  vlado Would this node be a better candidate for rendering sss for skin over the VrayAlsurface?
                  The scatter volume is more physically accurate but may require 20-25 volume bounces to look ok, which may take a while to render. It also has more strict requirements to the base mesh (i.e. it must be a single closed volume without self-intersections). From my experience, it is mostly useful for objects that have small translucent details. For skin specifically, I'm not sure you will be able to tell the difference between the scatter volume and the alSurface model in most cases - but I would advise you to experiment.

                  If yes, is it a good approach to use it as a base and blend a couple of spec lobes as coat materials using VrayMtl in a VrayBlendMtl?
                  This will work well enough for now until VRayScatterVolume makes its way to VRayMtl itself along with a second specular lobe.

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

                  Comment

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