Another SSS Test
What about bump map an SSS? It seems to be somewhat supported, but the uv coordinates are rendered wrong.
Suvakas
Suvakas
OnoSendai wrote:not right now...suvakas wrote:Can we use texture map with SSS material?domparis wrote:Cool head !!
Do u plan to texture it ?
Cheers
Dom
Suvakas
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)
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thank you very much for all your help, this is just great.
i am trying to cope with that shader. mainly my idea was the following:
1. try to get the depth and color right (in progress)
2. get the surface working (when no 1 is ok)
no 1 is just possible if i can see clean results, and that´s the point about those renderings. i learned alot about that shader by trying around with an ior of 1.
i will try around with the other params now and post my results
i am trying to cope with that shader. mainly my idea was the following:
1. try to get the depth and color right (in progress)
2. get the surface working (when no 1 is ok)
no 1 is just possible if i can see clean results, and that´s the point about those renderings. i learned alot about that shader by trying around with an ior of 1.
i will try around with the other params now and post my results

new test, this time a lightning test, to show the colors somehow better.
sorry, didn´t have much time, so i had to stop rendering after short time.
i think i am getting closer.
there is a question though:
when i activate glossy reflection and set ior to 1.4, the material tends to get very dark (even with bright surroundings) why is that? and is there a possibility to control the opacity of the speculars?
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