mosssi Posted October 4, 2015 Share Posted October 4, 2015 Hi guys I'm doing a BSDF mix in vops with a float attribute which is defined by an attribute transfer. but as you see in the image the mix between two shaders (sss and steel) is not correct despite the attribute is 0 or 1 for all points. can any one please explain to me the probable reason? is there an alternative way? Thanks in advance Quote Link to comment Share on other sites More sharing options...
teratera Posted October 4, 2015 Share Posted October 4, 2015 This is because SSS component is not within BSDF, but in the emission (Ce). You can see that your BSDFs did mix properly, but SSS is still added on top. You have to subtract it by the same amount you mix. Multiply your Ce, or if you are using Surface Model (as I'm guessing) it might be convinient for you to plug your mask into SSS Intensity. Quote Link to comment Share on other sites More sharing options...
mosssi Posted October 4, 2015 Author Share Posted October 4, 2015 This is because SSS component is not within BSDF, but in the emission (Ce). You can see that your BSDFs did mix properly, but SSS is still added on top. You have to subtract it by the same amount you mix. Multiply your Ce, or if you are using Surface Model (as I'm guessing) it might be convinient for you to plug your mask into SSS Intensity. Hi teratera. That's right. its for emission and I used physical sss so I should subtract Ce. Thank you Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.