templargfx opened this issue on Jan 09, 2012 · 66 posts
templargfx posted Sat, 14 January 2012 at 4:13 PM
Quote - Back on topic, last thing you said was you were using S+B, then you started to experience problems. I assumed it wasn't the shader, because you did not say a "modified S+B". That's what I mean about what you say. I assumed there was no need to investigate the shader, since I didn't think it was unknown to me what you were using.
Later come to find you're using a node I think is trouble. Maybe it indeed has nothing to do with it. But - humor me and use my exact shader, everything. Don't even add your bump map because I was not using one. What happens then?
BTW: I'm leaving on business tomorrow afternoon, the Patriots play a game I must see them win today, and I have guests coming.
Hi Baggins, when I posted those images of the issues with white dots in the SSS pre-render I was using this exact shader (S+B) from this post by you
http://www.runtimedna.com/forum/showthread.php?64789-Which-node-SubsurfaceSkin-or-Scatter-Blinn&p=624756&viewfull=1#post624756
It has a bump map, but so does yours, like I said it was exactly the same as this but with a higher scale on scatter. After further reading and playing around, I think it was caused by gamma correction being applied to my bump map!
BUT it doesnt really matter now as I've moved on to playing around with this multi-layer idea, I am liking the results I am getting
TemplarGFX
3D Hobbyist since 1996
I use poser native units