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 Post subject: SSS2 Compound
PostPosted: 14 Apr 2012, 01:36 
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Joined: 26 Sep 2009, 15:51
Posts: 778
Location: Bonn, Germany
Hey all,

here's the factory SSS compounds equipped with the new mental ray 3.10 fast subsurface shaders.

Property pages have been modified so there's access to the separate RGB radii+modifiers which allow more physical looking shading.

Usage: Drag and drop the SkinSSS2 or the SimpleSSS2 node into the render tree, connect its "Surface" and "Lightmap" outputs to the main material, Pick "User Tools->Create SSS Lightmap", connect the new lightmap to SSS2's Lightmap input.

HF and post pretty pics ;)
Ray

DL:
Attachment:
SSS2.zip [7.9 KiB]
Downloaded 220 times

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Image rray.de, a resource site for softimage, updated apr 13th


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 Post subject: Re: SSS2 Compound
PostPosted: 14 Apr 2012, 02:11 
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Joined: 09 Jun 2009, 15:45
Posts: 812
that was quick! Thanks a lot for this :)
i'm tryin to figure out how to enable new ibl shaders but no success now :(


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 Post subject: Re: SSS2 Compound
PostPosted: 12 May 2012, 23:54 
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Joined: 09 Jun 2009, 11:36
Posts: 369
thx for the compound!
this is a first test with this shader.
diffuse map has real influence now which is really usefull.
the look is now independent from lightmap resolution and sss sample count compared to 1. fastskin.
i only used epidermal and backscatter together with a diffusemap. so its possible to tune the sss look more with special maps. only spec is used here because its faster to setup instead of reflection env placing. ;)
at the end this shader simplifies sss shading alot. more like arnold's standard one but with more control, which is nice.

Image


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 Post subject: Re: SSS2 Compound
PostPosted: 13 May 2012, 20:00 
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Joined: 09 Aug 2010, 01:37
Posts: 338
Location: Tits
Scary realistic.


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 Post subject: Re: SSS2 Compound
PostPosted: 14 May 2012, 09:04 
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Joined: 09 Jun 2009, 11:36
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this is one with more contrast lighting. it shows a bit better the scattering itself. spec is a bit different then the first one, but sss is exactly the same. i am working on a version with reflections only, will post this later.

Image


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 Post subject: Re: SSS2 Compound
PostPosted: 14 May 2012, 09:23 
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Joined: 11 Jun 2009, 09:13
Posts: 93
KZin, what about the skin shader with bleed? It was looking really simple to use, with only one texture needed...


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 Post subject: Re: SSS2 Compound
PostPosted: 14 May 2012, 10:37 
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Joined: 09 Jun 2009, 11:36
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j3st3r wrote:
KZin, what about the skin shader with bleed? It was looking really simple to use, with only one texture needed...


this is the color bleed shader. sss2 is designed to render this kind of sss out of the box. or which shader do you mean?

this is only the sss rendering with a simple diffuse color of the first image.
keep in mind that the diffuse color/texture has now direct influence to the sss, so this one looks a bit different because i dont tuned the diffuse color because i am using a texture for it.

Image

Moderator edit: use either the URL tag or copy the actual image address into a IMG tag.
My previous edit was "silent", but I can't keep doing this... ;) - HB


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 Post subject: Re: SSS2 Compound
PostPosted: 14 May 2012, 12:12 
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Joined: 11 Jun 2009, 09:13
Posts: 93
I referred to the shader you made based upon the thread at cgfeedback. Only one diffuse texture and the shader creater very nice color bleed

http://www.xsibase.com/forum/index.php?board=12;action=display;threadid=45395;start=0#msg297853

Cheers


Jester


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 Post subject: Re: SSS2 Compound
PostPosted: 14 May 2012, 12:46 
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Joined: 09 Jun 2009, 11:36
Posts: 369
j3st3r wrote:
I referred to the shader you made based upon the thread at cgfeedback. Only one diffuse texture and the shader creater very nice color bleed

http://www.xsibase.com/forum/index.php?board=12;action=display;threadid=45395;start=0#msg297853

Cheers


Jester


ah, ok, you mean my bleed version of the first fast skin.
the new one is much better because you have more control. if i need sss in the future i will use sss2. the other shader was only a test if its possible to create a look like this. but sss2 gives better results because the diffuse color/texture has more influence then in the first fastskin.
you can exagerate the bleeding in the sss2 much more, but it tends to look artificial if the bleeding is to strong.
the new shader creates rgb rendering for every skinlayer compared to the other approach and you have control on how strong it should be, so its better.


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 Post subject: Re: SSS2 Compound
PostPosted: 14 May 2012, 23:40 
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Joined: 12 Jan 2010, 16:51
Posts: 325
Location: Chicago, IL
@Kzin - Wow! That is one of the most realistic renders I have seen, great job!

Is there a chance that you wouldn't mind sharing your scene file? You always do really nice renders and I would like to learn how you set things up from scale, lighting, rendering, etc. If not, I understand, but I just wanted to check. Keep up the great renders! (Images like this is exactly what the community needs to see more of to help emphasize what Softimage and Mental Ray are capable of doing.)


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