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SSS materials
Posted: Fri Mar 09, 2007 9:58 am
by nikolatesla20
Hi,
I'm using the 0.7t5 exporter for blender, and also just hand-editing the file myself.
I'm trying to get an example of SSS materials to work, but I keep having issues. When I try the "flesh" example XML code, the XML has errors, and plus, instead of appearing pink, it appears green
(from Radiance's example
here
So just looking for a small example of SSS from blender, using the 0.7t5 script, and what settings were actually used in Blender itself. I'm not getting what I would call "good" results, because I have Suzanne, for example, with SSS material, but I don't see light "scattering" thru her..
my example XML file:
-niko
Posted: Fri Mar 09, 2007 4:52 pm
by CTZn
And about color inversion, that's because of what absorbtion is: it substracts the colors you tell him, so only the other colors are visible at the end. If you give him pink, that's what the medium will absorb: pink, and it's color would appear... bah, you know already

Posted: Sat Mar 10, 2007 3:51 am
by Kram1032
green...
or...
cyan...
depends on the pink...
Posted: Sat Mar 10, 2007 4:05 am
by nikolatesla20
Thanks for the info guys, the blendigo script is awesome!
here's a pic I made experimenting with SSS. It's that pink egg carton type foam that you sometimes see in packing. I know, it needs to be brighter..
Also, ignore the smoothing issues

(the black spots)
-niko
Posted: Sat Mar 10, 2007 8:01 am
by nikolatesla20
Haha
This is sooo sweet. Blendigo makes it so much easier

Now I just need to get a faster computer at home.
Here's a Suzanne made out of wax, render time about 1 hour, still a bit noisy of course, but the SSS is great!
-niko
Posted: Sat Mar 10, 2007 10:27 pm
by locke
Hi niko,
could you show us your Blendigo settings?
It Looks Great !
Locke
Posted: Sun Mar 11, 2007 1:59 am
by nikolatesla20
well for the foam:
Specular material
Absorption absorb everything but pink. set gain higher, like 15 or 20.
IOR 1.0
subsurface scattering turned on, set to uniform, with value of around 3 or 4. If it starts looking too transparent, then set the value a little higher, but not too high.
For the monkey wax:
specular material
absorb all but green, gain up around 20 I think, maybe higher
IOR 1.1
subsurface scattering turned on, uniform, set value to 2.0.
I used a HDRI probe to make it look more real. (an .exr environment map)
I don't have screenshots since these were tests, but I do remember most of the settings were not extreme.
-niko
Posted: Mon Mar 12, 2007 6:31 am
by locke
Hi Niko,
before i forget it Thanx, that give me a kick forward
Locke
Posted: Tue Mar 13, 2007 2:01 am
by Kram1032
very nice mats!
2 things:
I *think* IOR should be higher for Wax, therefor lower exponent, as you nearly can't see any reflections, normally.
Then: Maye the "value" should be higher, or the precedece, or something: The ear is much too transparent. At least @ standard, suzanne should have ears that are ~ 5cm thick -> way isn't transparent at this thickness.
I slightly can figure out, what's behind it, if it's white wax and just 5mm thick!
Also, test if you even can absorb a bit of the green things... this may give better results...
