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Another SSS Test
Posted: Wed Feb 14, 2007 9:08 am
by Isigrim
SSS is such a great feature, yet, i think, hard to handle.
i tried around to achieve skin quality by hand. i am not too far, but getting closer.
somehow the dermis and epidermis stuff didn´t work too good for me.
i know that taking the model of a mummy is not the most adequate thing for sss, but that was what i had ready for testing. the model was done in blender. i will rework the teeth, once i have the skin shaders correct.
i wanted to see the pure sss, without any shininess and stuff. i will post my progress, if anyone is interrested.
looking at the ear to the right shows, that everything is quite transparent at the moment.

Posted: Wed Feb 14, 2007 9:35 am
by manitwo

wow ! ...
would you mind sharing your xml-material?
Posted: Wed Feb 14, 2007 3:06 pm
by zsouthboy
The material looks so perfect I could touch it.
Posted: Wed Feb 14, 2007 3:58 pm
by OnoSendai
That dude is real ugly

Posted: Wed Feb 14, 2007 4:20 pm
by afecelis
I second Manitwo!!! plz plz, xml material!
I second ONO, that guy scares the shit outta me!

Posted: Wed Feb 14, 2007 4:46 pm
by Isigrim
sure, thanks for the replies.
It´s pretty simple though, main thing is the ior = 1.
Code: Select all
<medium>
<name>scatter</name>
<basic>
<ior>1</ior>
<cauchy_b_coeff>0.0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb>
<rgb>6 36 50</rgb>
</rgb>
</absorption_coefficient_spectrum>
<subsurface_scattering>
<scattering_coefficient_spectrum>
<uniform>
<value>30</value>
</uniform>
</scattering_coefficient_spectrum>
<phase_function>
<uniform/>
</phase_function>
</subsurface_scattering>
</basic>
</medium>
<material>
<name>skin_test</name>
<specular>
<transparent>true</transparent>
<internal_medium_name>scatter</internal_medium_name>
</specular>
</material>
Posted: Wed Feb 14, 2007 5:12 pm
by domparis
Cool head !!
Do u plan to texture it ?
Cheers
Dom
Posted: Wed Feb 14, 2007 5:15 pm
by Isigrim
yes i plan to texture it. but first the basic skin depth has to be correct.
Posted: Wed Feb 14, 2007 5:24 pm
by domparis
Ok, for the depth try an higher value for <scattering_coefficient_spectrum> and use <glossy_transparent> instead of <transparent> to use an ior value higher than 1 (ie: between 1.3 and 1.5 i think) but there are some energy loss problem with this setup.
Cheers
Dom
Posted: Wed Feb 14, 2007 5:33 pm
by afecelis
Isigrim, thnx for sharing the material

Posted: Wed Feb 14, 2007 8:11 pm
by suvakas
domparis wrote:Cool head !!
Do u plan to texture it ?
Cheers
Dom
Can we use texture map with SSS material?
Suvakas
Posted: Wed Feb 14, 2007 8:29 pm
by OnoSendai
suvakas wrote:domparis wrote:Cool head !!
Do u plan to texture it ?
Cheers
Dom
Can we use texture map with SSS material?
Suvakas
not right now...
But it would be useful...
I just have to work out how to do it, probably some kind of local modulation of the absorption coefficients (similar to what Jensen does)
Posted: Wed Feb 14, 2007 8:57 pm
by domparis
I just have to work out how to do it, probably some kind of local modulation of the absorption coefficients (similar to what Jensen does)

nice to hear it
Dom
Posted: Wed Feb 14, 2007 11:39 pm
by jotero
very interesting material Isigrim
ciao
torolf
Posted: Wed Feb 14, 2007 11:50 pm
by manitwo
thanks for sharing Isigrim!