something like a worldscale value for shaders.

hi there,

when creating a shader (especially sss), the shader normally just fits for
the actual size of the object.
For example, check this link
http://sorceress.netfrag.org/optix/vray\_test/sss1.jpg
It´s some sort of faked multilayer sss and it took quit long to
get the desired result.
But now, when i save this shader and want to reuse it in another scene,
where objects may have a different size, i have to completely rebuild
this shader due to the different sizes.
And it´s normaly not just done with re-adjusting the “thickness” value.
Especially the brigthness of the fog color plays a major role and needs
to be adjusted very carefully.

To improve the workflow, it would be a big advantage to have something
like a scale value to fit any shader to the actual size of the object instead of touching any value seperatly.

I agree, the ability to rescale shaders would be a great tool.

Samuel, that’s a great looking material you’ve got there.

I’ve been working on something similar, using a multiblend of two sss materials to try and produce a multilayer skin material

Was going great until i realised the object was several metres high. After rescaling the model it took a couple of nights work to get the material looking right again.

sven

BTW regarding your problem with translucency inside shellac/blend - its is possible to do - at least it worked in previous releases of vray. The current version to now have a bug which stops it working properly, which is why I switched from using Shellac to using Blur’s MultiBlend compositor (you can find it at www.maxplugins.de). The standard max composite material seems to work okay with multiple translucenc materials too.

The only drawback is sometimes they stop working - like when a scene is first loaded. In which case I’ve found the translucent material need to be ‘woken up’ by copying each submaterial from the composite into a new slot in the material editor.

cool thank you very much for the multiblender tip. works great
and much better to adjust than the shellac material.
this gives me completely new options. So far i faked this multilayer
sss just by different (very timeconsuming) fog and translucent colors

http://sorceress.netfrag.org/optix/vray\_test/sss3.jpg
another test, a little bit overdriven but shows the nice seperation
of the fog color (red) and the transluceny (yellow)
vray sss is really a beast. ! =)

thanks for the great tip
sam

Another very cool rendering of your material there. I really like the ffect you’re getting :smile:

Are you saying you created this material without using the sss part of the vray material? Just by using shellac and regular glossy refractions?

Must give that a go!

Be interested in your technique.

sven

no, just the other way =)
I´m using just vray sss features and so far no blend or
multilayer. can´t wait to test it with that multi blender plugin !