Most modern shading Models that I encountered, and I count Modo to that, make it quite easy for the user to decide if the translucency if an shader is thin or thick.
So telling the shader that the model is 0 cm thick means its thin like paper or a leaf, so the render has to threat it like a 2-sided but also translucent object in render.
Not so V-Ray.
Thats terrible sad and I really hope they do that for the alShader, but I haven't see it working there yet.
So for example in the case I set up a simple leaf in Modo I do two things: Set Subsurface Amount (to control how much light gets through) to 50.0 or more and set the Scattering distance to 0. Done.
In V-Ray that ain't be easy. First you need to set up your material in schematic, which maybe a current limitation. Anyhow its important to control Translucency on the shader to get a Subsurface effect, However Vray ignores all Values set there in Modo except the color. So it looks like extra control, but it doesn't really do anything. Also V-Ray ignores opacity, so you need to set the area you want to be invisible in the translucence shader as well. That done you need to add a 2sidedShader to get light go through the backside. Anyhow that shader is buggy.
It looks like it support a texture with RGB value, but that texture is not what you think. Its controlling the Front/Back weight of the light that goes through. And it freaks out if not grey scale. For example you might think of green best for a leave, but that will produce pink on the front side. There is not much of a logic behind that, so you need to ignore it. Also if you thing the backside should need more light and increase the value you will darken the front side. Hence this value should left to default. In Modo its at 50%. Not an RGB value.
So while I can set up the whole things with two values in Modo it takes me a few minutes in V-Ray and still doesn't give me the same control. Thats terrible sad and sometimes I wish they would simple support the Modo shader for Subsurface Scattering, but what I find more wrong is that even doing the V-Ray thing doesn't get you far.
Now some people might use the FastSSS shader for that, but that shader is a mess. Its overdone, with two many values that just will might it really difficult to get a result and once you tweaked it to a really good result its also terrible slow. Also IC caching on that shader is not working in Modo. At least it seems to be even slower then without.
Yes its a critic, and sorry but I really want that thing working. Its the only thing that frustrates me with the Modo build of V-Ray, but its also not perfect in V-Ray anyway. So hope it gets in the alShader and makes our lives simpler.
So telling the shader that the model is 0 cm thick means its thin like paper or a leaf, so the render has to threat it like a 2-sided but also translucent object in render.
Not so V-Ray.
Thats terrible sad and I really hope they do that for the alShader, but I haven't see it working there yet.
So for example in the case I set up a simple leaf in Modo I do two things: Set Subsurface Amount (to control how much light gets through) to 50.0 or more and set the Scattering distance to 0. Done.
In V-Ray that ain't be easy. First you need to set up your material in schematic, which maybe a current limitation. Anyhow its important to control Translucency on the shader to get a Subsurface effect, However Vray ignores all Values set there in Modo except the color. So it looks like extra control, but it doesn't really do anything. Also V-Ray ignores opacity, so you need to set the area you want to be invisible in the translucence shader as well. That done you need to add a 2sidedShader to get light go through the backside. Anyhow that shader is buggy.
It looks like it support a texture with RGB value, but that texture is not what you think. Its controlling the Front/Back weight of the light that goes through. And it freaks out if not grey scale. For example you might think of green best for a leave, but that will produce pink on the front side. There is not much of a logic behind that, so you need to ignore it. Also if you thing the backside should need more light and increase the value you will darken the front side. Hence this value should left to default. In Modo its at 50%. Not an RGB value.
So while I can set up the whole things with two values in Modo it takes me a few minutes in V-Ray and still doesn't give me the same control. Thats terrible sad and sometimes I wish they would simple support the Modo shader for Subsurface Scattering, but what I find more wrong is that even doing the V-Ray thing doesn't get you far.
Now some people might use the FastSSS shader for that, but that shader is a mess. Its overdone, with two many values that just will might it really difficult to get a result and once you tweaked it to a really good result its also terrible slow. Also IC caching on that shader is not working in Modo. At least it seems to be even slower then without.
Yes its a critic, and sorry but I really want that thing working. Its the only thing that frustrates me with the Modo build of V-Ray, but its also not perfect in V-Ray anyway. So hope it gets in the alShader and makes our lives simpler.
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