Forum Moderators: wheatpenny, TheBryster
Vue F.A.Q (Last Updated: 2024 Nov 21 4:12 am)
That's interesting, but subsurface scattering is not about the skin getting redder, it's about light going through the thin layers of skin, hence the reddish effect, but this won't work for hair, leaves or ice. And also, this effect only happens when the skin gets in contact with a strong sun ray or lamp. I think that the "distance on ray" node might prove useful in this, but I really don't know how. How about you give it a try? I'm sure it's there somewhere, and that you or another SSS maniac will come up with the right shader. And we'll all be thankful.
Bruno is talking about -real- SSS; what you are doing is indeed a variant of what Face Off is doing, which was faking the effect in controlled environments in an application that didn't know SSS from Adam. True SSS in Infinite would be applicable to leaves, flowering plants, basically any solid that has a tranlucent, or multiple translucent, surfaces. It may be possible to build a shader that emulates true SSS....or E-on may have to build on into a future build of Infinite, as the did in P6. What the time penalties for true SSS would be in an Infinite scene I have no idea....but it probably wouldn't be cheap...
True SSS is possible in Vue: you'll need a clone of the object scaled slightly smaller (probably some other adjustments too) contained within the original model. The original model should get a slightly transparent material, maybe some volumetrics too, the contained model a reflective material. Haven't played with it yet. I can make a slightly smaller clone in a modeling program (in Max I'd use the Push modifier for half a millimeter). For totally realistic SSS you'd need several clones, each contained within the other. Rather heavy on polygons, and the texturing is a bear. Fake SSS like in Poser 6 or the face_off shader is physically inaccurate, but renders much faster and requires much less setup.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
svdl, this would be a workaround too, not real SSS, but that would be nice to see what you come up with this technique. Doubling or tripling the model will certainly take longer to render, but then maybe one or more of these models could be low-poly. Still, I think the distance on ray node might be the answer, combined to some filtre, wish I had more time to play around with it.
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