sanostol Posted October 5, 2010 Share Posted October 5, 2010 i want to use the new sss shader and need some input on it. when i turn on fresnel the scatter also changes, maybe this is correct, but somehow it does not look right. textures and eye, just forget them this is the image i get when using micropolygon and no fresnel function. the right image shows the sss channel of the single scattering I want to drive the reflectivity with the fresnel mainly. but as You can see it darkens the scattering channel,too. and maybe it's just me, but it lools strange in the combined image. You see the dark areas at high angles the other thing is the multiscattering. how does it work. i don't that strong backscattering like in the single one. how does it work? the documentation said that only use multi if You need it, so I thought multi is timeconsuming, but when I use pbr instead of mircropolygon, multi is much faster than single scattering. single combined with pbr takes "years" to render , multi sss alone is much faster.also single sss with micropolygon is way faster should i use multi sss alone or should it be used in conjunction with single sss best regards PS: the model is the standard zbrush example head Quote Link to comment Share on other sites More sharing options...
sanostol Posted October 14, 2010 Author Share Posted October 14, 2010 ok when i raise up the quality of the multiscattering to 10 i get that backscattering effect, and long rendertimes i guess when the quality is set to 1 it simply can not capture the shape Quote Link to comment Share on other sites More sharing options...
talashonak Posted October 15, 2010 Share Posted October 15, 2010 ok when i raise up the quality of the multiscattering to 10 i get that backscattering effect, and long rendertimes i guess when the quality is set to 1 it simply can not capture the shape Hello! Here is my example. No diffuse, only multiscattering (quality-5), very high attenuation and forward scattering. Rendered with micropoly. P.S. I've used model found in example files on odforce Quote Link to comment Share on other sites More sharing options...
theflu Posted October 20, 2010 Share Posted October 20, 2010 i also got that black lines sanostol mentioned, when using the fresnel blending. could somone help on this? otherwise, i really enjoy the new surface model in h11. also how great the sss scatters with environment light! Quote Link to comment Share on other sites More sharing options...
talashonak Posted October 20, 2010 Share Posted October 20, 2010 how great the sss scatters with environment light! Can you show any example? Quote Link to comment Share on other sites More sharing options...
theflu Posted October 21, 2010 Share Posted October 21, 2010 hey talashonak, here is a quick test with different environment lights and pbr. Quote Link to comment Share on other sites More sharing options...
sanostol Posted October 21, 2010 Author Share Posted October 21, 2010 @theflu: looks very good! some other stuff: Quote Link to comment Share on other sites More sharing options...
theflu Posted October 21, 2010 Share Posted October 21, 2010 thx martin. creepy torus crew you've got there i found another little problem. in the sss, a wireframe appears, but only with subdivision nodes. but when i subdivide without node and click the mantra subdiv in the geometry node everythings fine. Quote Link to comment Share on other sites More sharing options...
sanostol Posted October 21, 2010 Author Share Posted October 21, 2010 unfortunately I don't know how solve that issue, but the skin looks really great! Quote Link to comment Share on other sites More sharing options...
talashonak Posted October 24, 2010 Share Posted October 24, 2010 here is a quick test with different environment lights and pbr. thx for example. I've trying SSS and environment light last days. With pbr and multi scattering it takes huge time to calculate cloud and render. Quote Link to comment Share on other sites More sharing options...
sanostol Posted October 25, 2010 Author Share Posted October 25, 2010 to speed up the sss You can dive into to shader, unlock the surface shader model and jump into the surface shader. there look out for the sss part and dive into the if1 node, now in the physical sss turn on the optimize secondary rays checkboxes for single and multiscattering. it helps a lot to speed up this martin 1 Quote Link to comment Share on other sites More sharing options...
bw5013 Posted October 29, 2010 Share Posted October 29, 2010 In the H11 mantra lesson the instructor got rid of black outlines in the fresnel caused by SSS by enabling reflections. Quote Link to comment Share on other sites More sharing options...
sanostol Posted November 18, 2010 Author Share Posted November 18, 2010 i try to rebuild some of the functions of the surface model, especially the subsurface scattering, but I don't understand how it works in pbr mode, the physical sss has no bsdf output. the only thing that is connected is the pbr diffuse how does this work? Quote Link to comment Share on other sites More sharing options...
DaJuice Posted November 19, 2010 Share Posted November 19, 2010 I ran into the same thing when I was trying to deconstruct the mantra surface material. John Coldrick set me straight on the sidefx board: SSS is handled as an emission in all render modes, which means you need to export the color of your Physical SSS node as a parameter named Ce. Quote Link to comment Share on other sites More sharing options...
sanostol Posted November 19, 2010 Author Share Posted November 19, 2010 thanks DaJuice, i was suggesting some voodoo magic.... Quote Link to comment Share on other sites More sharing options...
talashonak Posted November 21, 2010 Share Posted November 21, 2010 Have you guys try to make layered SSS? I face difficulties with export of parameters (Ce) for different SSS layers. So, question is how to make multi-layered SSS? Quote Link to comment Share on other sites More sharing options...
smaugthewyrm Posted January 21, 2011 Share Posted January 21, 2011 mentalray has a 3 layer fast sss skin shader. places for 3 colors and dispersion amnts make it ideal for character work: epidermal, subdermal, backskattering maps or colors. would be valuable to have a character shader for houdini. Quote Link to comment Share on other sites More sharing options...
theflu Posted January 22, 2011 Share Posted January 22, 2011 (edited) i think the current shader is very good. you already have kind of 3 layers, for colors/maps. you've got diffuse, scattering and attenuation. but i dont know if you can export extra imageplanes seperating scattering and attenuation. Edited January 22, 2011 by theflu Quote Link to comment Share on other sites More sharing options...
smaugthewyrm Posted January 25, 2011 Share Posted January 25, 2011 (edited) i've been struggling with houdini SSS for quite some time. the results in this thread are excellent. if anyone is willing to post, i would love to see some HIP files. the scattering distance seems to have disappeared with the H11 SSS . i purchased this lesson: EAT3D CG PORTRAITS IN MAYA i've been trying to achieve similar results. the author has kindly provided most meshes (eyes need some custom work) , all maps, and even the base zbrush tools. the best cgportraits seem to all use a 3layer fastSSS based shader. building the shader has been quite a challenge so far though. lolz if it can be done in maya / mental ray then it can be done in houdini / mantra ... the BLENDER guys used this node setup for a 3 layer SSS shader: http://bensimonds.com/2010/05/31/three-layer-sss-in-blender-demystified/ Edited January 25, 2011 by smaugthewyrm Quote Link to comment Share on other sites More sharing options...
smaugthewyrm Posted January 27, 2011 Share Posted January 27, 2011 getting closer... Quote Link to comment Share on other sites More sharing options...
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