I´m working in a replicate of a SSS material in a dragon toy, the original is a Octane scene, so I change it to work it in VRay, Im very close of the result what I want but still is kinda different, Look at the translucent crest in the original scene. I just cant do it and I dont know why
Any advice?
In the attachments are my render scene and my specs:
i would use the SSS in the main vray 5.2 material, in refractions/translucency/SSS to me i can make better SSS there than the older fast SSS material.
or if you want the fast SSS, which might be faster in some scenes, see in options you have refractive mode on(otherwise it wont get transparent on thin parts)
Here is a quick test, without your scene I can’t be more precise.
There are 3 shader setup in the scene, using both standard SSS and FastSSS model. The dragon is about 24cm long.
Sorry that I coudnt reply before but stay all night up working and Im Just wake up.
At the night I was trying to do it everything again, this is more close what I nedd, I just change the scale in the Diffuse and SSS layer. @sirio76 Now I just downloaded your scene and going to start work in on it.
Thank you very much.
Hey @sirio76 I really love the render with your scene and materials, really looks damn good. Just look the image attached
So now what I did was use those materials in a model that was my goal to render with SSS materials. But only a black material is visible, is it my poor modeling? or is there something I am missing?
I attach the scene with the modeling if someone wnat to take a look
Thanks!
You will never get the correct result because the geometry of your model have several issues starting with the normal, then you have disconnected surfaces, open volumes etc, it needs a lot of work to be fixed properly.
As a quick solution you can invert the normals and insert everything inside a volume builder/mesher.
Here is a test tuning transparency and scatter radius:
It’s definitely a modelling issue.
You have many opened meshes (all hair polys). Even the head and the bust (head-to-base) are simply intersecting and the neck has a hole (not closed geo).
You could try using the volume sys in c4d or revisit the model all together.
My God! you are the Best, Im really slow with my C4D skills so theres a lot I dont know how to do it, im gonna still trying.
I really appreciate for taking time to this.
thank you
Im just find a tutorial for Invert Normals then Im gonna search how to insert everything inside a volume builder/mesher.
Wish me Luck!
Im gonna post it the results!
Really thank you for your time!