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433 comments found!
A Blender node could be used instead of the MixClosure - there is a lot of mix'n'match possible between Poser and Cycles nodes. An invalid connection will be indicated with a dotted line.
Now to add translucency to the same mesh. I've switched to an infinite light now. The translucency will only show up when the light is passing through the geometry so the direction of the light matters - to show this I've made the translucent colour red and the base colour blue.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
SSS won't work with single-sided geometry as it needs a volume, but single-sided meshes are useful for foliage, feathers and dynamic cloth among others. Here are a couple of ways to add more options to those kind of meshes using the Principled BSDF with other Cycles nodes.
First, the Geometry node can be used as a mask to put a different material on the back-facing geometry. I made a simple ring, had the same setup as above on the Ground, used a single area light in front of the mesh, and set up this -
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
Finally with both lights. I'll try to post some more examples of other uses for the Principled BSDF soon.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
Now with a single point light set to Inverse Square behind the Dragon.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
These renders are not denoised and use higher samples; SSS like any volumetric effects I have found to be inherently very noisy but denoise can wipe out fine detail. The lighting has been changed as well - this is with a single area light in front of the Dragon.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
Now here is an attempt to wrap it up into a more caucasian skin. I've added a bit of bump via the 3D texture node Turbulence. This is run through a Cycles - Vector - Bump node. Any grayscale procedural or image based texture can be plugged into the Height chip of the Bump node, and the amount of surface relief controlled by both the Strength and Distance values.
So the material -
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
I like this result.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
Switching the Radius setting back to scatter red deeper but leaving the Subsurface colour at white gave this result. It appears that the Subsurface colour intensifies the result of the Subsurface Radius settings, and the whole effect is then multiplied by the Subsurface value. As SSS is a volumetric effect, I figure the settings will need to be varied according to the scale of the mesh item.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
It looked like the red Subsurface Colour was counteracting the Radius, so I changed it to white and got the result I had expected.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
Changing the Radius to scatter blue light deeper gave this result.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
The effect was too strong so I toned it down by altering the Radius.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
The Radius setting has 3 values - x, x, x - which are for separating Red, Green, and Blue. Changing the values so that red light scattered deeper than green or blue changed the result.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
The Subsurface setting is a multiplier for the Radius setting, so I turned it down by half. The result confused me for a while.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
Now I have changed the Subsurface Radius from 0.1,0.1,0.1 to 1,1,1. This setting controls the depth to which the light will penetrate inside the mesh. Higher values mean the light rays will penetrate deeper, and this means that the light will scatter and bounce around inside the mesh further and be more diffuse when it exits, which has the effect of making shadowed areas appear brighter and softer.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
Before adjusting anything else though I decided to switch the method used from Burley to Random Walk. This is a new method which calculates SSS using the volume of the mesh, so should be more accurate. It does require that the mesh item be watertight i.e. does not have holes in it. The Dragon topology was checked and cleaned up before testing. The difference is subtle.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
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Thread: Principled BSDF - some examples | Forum: Poser 12