Nyghtfall opened this issue on Jul 21, 2012 · 14 posts
Nyghtfall posted Sat, 21 July 2012 at 6:08 PM
Which Material setting controls the degree of translucency in SSS?
JoePublic posted Sat, 21 July 2012 at 6:16 PM
Scatter-->Scale.
And the type of material you've chosen for scatter.
Nyghtfall posted Sat, 21 July 2012 at 6:20 PM
And the higher the number, the more translucent the material?
hborre posted Sat, 21 July 2012 at 6:37 PM
Nope. The lower the number, the more translucent.
Nyghtfall posted Sat, 21 July 2012 at 8:16 PM
Ok, I've got a bit of a problem that apparently isn't going to be as easy a fix as I'd hoped.
Keep in mind I know nothing about how to use SSS beyond the vague descriptions I've read in the reference manual, and the demo thread about SSS on human figures over at RDNA. Nevertheless, I would really like to learn how to take advantage of it.
I'm working on my first scene with SSS, using the Dublin character for V4, which comes with SSS shaders. Trouble is, her skin looks too transluscent, and I need to know how to dial down the translucency. Below is a shot of her face, and the shader nodes that came with the SkinHead.
The scene is indoors, namely the Dream Home Kitchen by DAZ Studio. The lighting is my own setup, using a 4-point system with a Key, Back, and two Fill lights, and IDL. GC is enabled in render settings with all props and figures set to 1 via the MaterialMods script.
IgnisSerpentus posted Sat, 21 July 2012 at 8:28 PM
On the scatter node... Texture detail - Turn it up. At that low of a level, its mostly translucent atm. If u turn it up, the texture itself will come thru more. Also, use material color should also be checked off (or at least, thats how I do it on my settings)
JoePublic posted Sat, 21 July 2012 at 8:36 PM
Forget the original SSS-Shader.
Use SnarlyGribbly's EZSkin to create your own SSS-shaders based on the Dublin texture and also use different Scatter-groups to get rid of the ugly "blueing" around the mouth and eyes.
moriador posted Sat, 21 July 2012 at 8:37 PM
Quote - GC is enabled in render settings with all props and figures set to 1 via the MaterialMods script.
I'm curious because people suggest doing this in the forums, but I am a bit confused. What's the advantage to setting GC to 1 via the script, when rendering with GC turned on? Wouldn't it negate the GC?
I understand the advantage of setting all transparencies, displacement, and bump maps to 1. But not for the color image maps themselves.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
JoePublic posted Sat, 21 July 2012 at 8:42 PM
PS.: GC = 1 is no GC at all. It should be 2.20
hborre posted Sat, 21 July 2012 at 8:56 PM
Color images should be set for the render settings, which would be Gc=2.2. Moriador is correct, Data images only (transparencies, displacement and bump) should be set to Gc=1.
@ Nyghtfall: Scatter node 2 scaling needs to be increased to a value over 1. Typically, 1.5 or greater will reduce the translucency.
JoePublic posted Sat, 21 July 2012 at 9:00 PM
EZSkin 2.0 test with Dublin textures.
"Standard" indoor lightset of one infinite and one "white" IBL.
I'd change the eye textures, as they are way too blue to be used with actual SSS.
JoePublic posted Sat, 21 July 2012 at 9:08 PM
bagginsbill posted Sat, 21 July 2012 at 11:18 PM
There appears to be conflicting information here.
The gamma of an image is not the same as the gamma correction (GC) factor.
Telling Poser that a displacement or bump map has a gamma = 1 does not turn off or disable gamma correction.
Poser's goal in using gamma is to allow for linear calculations. Monitor and image gamma are usually both 2.2, but not all images are PICTURES. Some images are DATA. The DATA images do not have a gamma = 2.2. They have a gamma = 1.
So it is incorrect to tell Poser to use 2.2 everywhere. Only PICTURES are encoded with gamma = 2.2 and you tell Poser to use 2.2 on those pictures. Not on others.
As for the translucence in SSS, scale adjusts the amount of attenuation in the medium. When scale is high, the medium has high scattering (high attenutation, high density particles) and light does not travel very far. When the scale is low, the medium has low scattering and light will travel very far.
The term "scatter" refers to the phenomenon of a photon experiencing interference, preventing it from following its normal straight-line path. High scattering means that a photon is more likely to bounce out near where it entered, instead of traveling all the way to the other side.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
basicwiz posted Sat, 21 July 2012 at 11:31 PM
Funny how things work out. I'm struggling right now to make a clear, layman's langage explaination of SSS and its parameters for EZSkin2's Docs. BB, you just handed it to me on a platter!
Thank you!