Aery_Soul opened this issue on May 25, 2006 · 44 posts
jrabbit posted Wed, 31 May 2006 at 8:32 PM
Not at all trying to show oranges. My silly chart just simply shows how increasing settings on the SSS change the surface look. The extreams high and low. The top row clearly shows the bandnig increases as SSS is jacked higher.
this front render is full GI on there is a light in back and i'm using hdri as well. Still no seems. What is important as with any render is how the lights are set. Again SSS responds to light color , intensity, and placement. In fact the 2 tone klien bottle is just an orange SSS on a green phong shader. If I use a red light the SSS highlights will show nice orange , but a blue light will bring out the green base color for example.
First I choose my lighting. Next import the character with texture maps cr2 or pz3. Add the same SSS settings to each skin node. Leave the texture map settings alone. Make sure to use a darker SSS color , i'm using deep red. Bright colors will over bloom the SSS. Do a test render. If its to strong either lower the lights or raise the #'s on the SSS settings. For a contunuous mesh The SSS settings must match and the RI cant be set to low.
The settings are not carved into stone. As you can make a SSS shader that will look different on 2 identical objects of different size rendered in the same scene. Thats what the scale setting is for. But I usually ignore it and build my shader to fit the object and lighting. If I ran into the problem you have not overcome I would adjust the diffuse and RI to fit the lights and the scene. If Diffuse is to high than the bright tansmitted areas will be over kill , if RI is to high than the end of an object part opposite light has a more abrupt dark band. These settings have to be balanced with the light. You will get the same bad results if its a solid object or a group if you go to high. just look at the pink klien bottle thats solid but as I jack up the SSS the banding gets really strong.
This is really simple not a bug or problem. simply observation and adjustment. You dont need much SSS to get some color in the skin without going to the extream you make the object so translucent the polygon density begins to reveal itself at its ends. Than proclaiming it doesnt work :)
Anastasis20 yeh I remember that. I've been using Carrara from when it was raydream. I own lightwave as well for 7 years. Really dont use it anymore as Carrara will get you to the same places just different roads. Plenty can be learned from brazil , vray max maya forms that can be incorporated into carrara.
anyway where beating a dead horse. It does works very easy.