Forum: Blender


Subject: SKIN YAY!

oodmb opened this issue on Dec 12, 2006 · 3 posts


oodmb posted Sun, 17 December 2006 at 11:19 PM

well sort of yes and no.  after noticing the odd bands on the arms and neck it made me wonder,  it turns out that this is not from too much scattering, but rather a whole in the mesh (where the hands were).  the hole let light into the inside of the model which because the skin was translucent could be seen from the outside,  which is why my most recent renders are completely holeless. 

however,  because this is not realy  SSS but just a fake way of simulating it,   the effect is not going to lessen in denser areas.  the only reason you see it infact in the realy shallow areas is because the size of the width of the model.   you notice its limitations if you have a box...  if you make the box realy thin  and put the scattering simulating light on the side opposite the viewer you will get the effect of scattering around the edges but not the middle of the box which should in fact have more scattering than the outlying edges as it is closer to the scattering light.   this seems to be blenders current limit

right now (after midterms)  i am trying to convert the makehuman sss vertex shader plugin into a working pixel shading node plugin or into part of blender's internal shaders which seems less likely.  the internal blender system does not allow for different color translucencies which would be needed for an sss shader.  putting the sss shader into blender's interal would require adding another (actualy a few) color definers into the materials editor which would take up more space than most users would ever need or use.  even then i think this would be very hard and past my skill level of coding java as blender's interal shaders arent pixel based(i dont think, not sure).  although after taking a look at how to make a node plugin,  it seems as though node plugin shaders are allowed to be pixel based and allow for incoming light vectors and normal vectors.