Re: SSS
Yeah, if I should ever obtain the necessary skills, I WILL do that. Until then I´m happy to use what others have developed. ;-) And, as said, the results do look good, now that I´ve learned the mysteries of the SSSish-material. Now I just wish I had a little renderfarm at home. =D Greets Original-Nachricht Datum: Thu, 23 Jul 2009 10:30:46 +0200 Von: Matthias Kappenberg m...@the-dimension.com An: user-list@light.realsoft3d.com Betreff: Re: SSS Hi Martin, maybe you can develop an own SSS shader and share it ;-) In v6 should be everything to get a nice result. Matthias -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01
Re: SSS
Hi Martin, maybe you can develop an own SSS shader and share it ;-) In v6 should be everything to get a nice result. Matthias - Original Message - From: mengil...@gmx.net To: user-list@light.realsoft3d.com Sent: Wednesday, July 22, 2009 7:59 PM Subject: Re: SSS Well, thanks! I don't know why, I had simply not seen the SSSish render-/effects-settings. Thanks to you I now have and the material works - and looks good! =) It's a bit timeconsuming to compute though, but I suppose that's normal. Would of course be cool if a more sophisticated and fast(er) SSS-material would be implemented in the next version or the next update to that version or... We shall see. Greetings Martin Original-Nachricht Datum: Mon, 20 Jul 2009 21:35:32 +0200 Von: Matthias Kappenberg m...@the-dimension.com An: user-list@light.realsoft3d.com Betreff: Re: SSS First of them all: It's not my material, it's from Timo Mikkolainen Second: Hope the attached image is helpy. The trick behind the scenes is, that the SSS is applied as a postprocess, while using this material. Use RMB over the render viewport and edit the properties as shown in the image. Matthias -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01
Re: SSS
Boris, that's some spectacular work. I'm not sure I'd seen 'Isabella' before. I hope you're doing well. Chris Mungenast Hi Chris, many thanks! Yep I'm doing quite well. I had several operations at my back and my right hand. The right hand is still not fully useable. At least not for long time modelling. Tried different input devices but I didn't got comfortable with them. So I don't spend so much time at the pc like in the past. I've got five big dogs, hundreds of carnivorous plants and a family (the family at last because they are all female and have the last word anyway ;) ). They also need their time ;) While searching for my sss things I found so many unfinished projects which are worth to be finished. I hope I'll get my a** up and will make some new pics with RS. Yes, I love the green statue one. Actually the others are great too. If this is with the SSS-ish material then I need to learn to use it. Hi Henry, the hands were done with an older SSS-ish material. Timo improved after this some things. Isabelle and the green statue render were done with the final SSS-ish. You've to make lots of tests to get proper renders. So it might be a good idea to take for the first a simple sphere for rendering. Don't forget a back light. Sorry to hear about your troubles with your cats. The pet laws here are also sucking. I know how much one can feel for his pets. We've got also a tomcat between our dogs. They are good friends. Bye Boris
Re: SSS
Hi Henry, I was in search so much in an usefull sss shader. Timo did several attemps for this shader and I tested it a lot on my models. He did some full calculating attemps which were impossible to use on complex human models because of calculating times. Also keep in mind that a lot of it is done in postprocessing which is limited by one cpu yet. http://www.3ddart.com/gallery2/main.php?g2_itemId=212 http://www.3ddart.com/gallery2/main.php?g2_itemId=214 http://www.3ddart.com/gallery2/main.php?g2_itemId=24 http://www.realsoft.com/gallery/images/oscarine.jpg Nevertheless I also think that sss is very essential and any improvement would be very welcome. Cheers Boris
Re: SSS
Boris, that's some spectacular work. I'm not sure I'd seen 'Isabella' before. I hope you're doing well. Chris Mungenast Boris Jahn wrote: Hi Henry, I was in search so much in an usefull sss shader. Timo did several attemps for this shader and I tested it a lot on my models. He did some full calculating attemps which were impossible to use on complex human models because of calculating times. Also keep in mind that a lot of it is done in postprocessing which is limited by one cpu yet. http://www.3ddart.com/gallery2/main.php?g2_itemId=212 http://www.3ddart.com/gallery2/main.php?g2_itemId=214 http://www.3ddart.com/gallery2/main.php?g2_itemId=24 http://www.realsoft.com/gallery/images/oscarine.jpg Nevertheless I also think that sss is very essential and any improvement would be very welcome. Cheers Boris
Re: SSS
Yes, I love the green statue one. Actually the others are great too. If this is with the SSS-ish material then I need to learn to use it. Right now my efforts to figure out RS are somewhat on and off. I'm in trouble with the small rural Pennsylvania town that I'm stuck in because I have too many cats. Now, I don't try to have too many, but they showed up and I'm a the type that tries to take care of animals. Right now all the no-kill shelters are full and some new neighbors are complaining to the police. The town has a limit of 2 pets, but my online research seems to indicate that in PA, such limit laws are unconstitutional. (look up pet limit laws.) Sorry for the tangent but I wanted to show why I'm being slow at learning RS and am somewhat irritable these days. On 7/21/09, Standley and Mungenast ss-cm...@verizon.net wrote: Boris, that's some spectacular work. I'm not sure I'd seen 'Isabella' before. I hope you're doing well. Chris Mungenast Boris Jahn wrote: Hi Henry, I was in search so much in an usefull sss shader. Timo did several attemps for this shader and I tested it a lot on my models. He did some full calculating attemps which were impossible to use on complex human models because of calculating times. Also keep in mind that a lot of it is done in postprocessing which is limited by one cpu yet. http://www.3ddart.com/gallery2/main.php?g2_itemId=212 http://www.3ddart.com/gallery2/main.php?g2_itemId=214 http://www.3ddart.com/gallery2/main.php?g2_itemId=24 http://www.realsoft.com/gallery/images/oscarine.jpg Nevertheless I also think that sss is very essential and any improvement would be very welcome. Cheers Boris -- -- Henry Tjernlund http://www.renderosity.com/mod/gallery/browse.php?username=henrytj http://www.modelmayhem.com/HenryTjernlund http://imdb.com/name/nm2519729/ http://www.myspace.com/henrytj http://henrytj.deviantart.com/
Re: SSS
Hm, SSS... I tried your SSSish-Material just yesterday, as well as the flesh material in the samples folder of RS3D and was disappointed. I assume I've made some mistake - for with neither material I could achieve any SSS-effect. Ok - if the thickness of the material is small enough, I get shadows that hint to the material being transparent, so some kind of translucency/transparency is obviously achieved. But with neither material I could get the surface of the material to look even remotely translucent. Whatever I set for thickness/absorbance - the look of the objects surface stays the same. Is this normal or could I have made a mistake with the channels that are needed or something else? I know you have to load the SSSish material as a project, so I made sure that the appropriate channel was loaded correctly. Could there be any other source for this underperformance of the SSS-materials? Greets Martin Original-Nachricht Datum: Sat, 18 Jul 2009 09:19:26 +0200 Von: Matthias Kappenberg m...@the-dimension.com An: user-list@light.realsoft3d.com Betreff: Re: SSS http://koti.welho.com/tmikkola/materials.html maybe working in RS v5. Matthias - Original Message - From: Henry Tjernlund henrytjernl...@gmail.com To: user-list@light.realsoft3d.com Sent: Friday, July 17, 2009 10:07 PM Subject: SSS I have seen mentioned that RS can do SSS. But I am having trouble finding definative info on it. There doesn't seem to be a SSS material in the materials group, unless I missed it somehow. (using RS 5, btw.) -- -- Henry Tjernlund http://www.renderosity.com/mod/gallery/browse.php?username=henrytj http://www.modelmayhem.com/HenryTjernlund http://imdb.com/name/nm2519729/ http://www.myspace.com/henrytj http://henrytj.deviantart.com/ -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01
RE: SSS
Hi, Cant answer all your concerns as I haven't had a chance to play with the sss material in a long time, but, you both mention that you want translucency, that is not a part of the SSS material, this material is a surface shader which imitates the surface look of the sub surface scattering of light ( I think from memory). If you actually want translucency then I suggest maybe you try something like the Paper material which will transmit shadows and light from the other side of the object, maybe blending the 2 shaders perhaps. Sorry not much help , maybe somebody has time to make something doe you ? Timo around ? ;P , If I have some time I may be able to experiment later. Rgds, Andrew -Original Message- From: owner-l...@light.realsoft3d.com [mailto:owner-l...@light.realsoft3d.com] On Behalf Of Henry Tjernlund Sent: Tuesday, 21 July 2009 10:47 AM To: user-list@light.realsoft3d.com Subject: Re: SSS Also, anytime I have tried to put another object inside the SSS materail (like maybe a white blood cell eating a pathogen, or even having internal structure, or a blob monster eating something) it seems that all I get is a shadow from the interior object, but no blurred translucent effect of the inner object itself. -- -- Henry Tjernlund http://www.renderosity.com/mod/gallery/browse.php?username=henrytj http://www.modelmayhem.com/HenryTjernlund http://imdb.com/name/nm2519729/ http://www.myspace.com/henrytj http://henrytj.deviantart.com/
Re: SSS
Henry, I remember quiet a while back messing around with this SSSish shader - as far as I remember I was at the time using SSS in MESSIAH and / or MODO. Timo then made this SSSish Shader. However the clue is in its name - the ISH part. As far as I know its not a full SSS Solution, it is a rough hack to give the illusion of SSS. At timos site here: http://koti.welho.com/tmikkola/materials.html He says himself - A lousy SSS fake. Might work well enough for wax-like materials. Their is a README - http://koti.welho.com/tmikkola/materials/SSSish.txt At this thread back in Nov 2006 ( Scroll Down to end ): http://rs-forum.the-final.com/viewtopic.php?f=11t=909hilit=sssishstart=15 Timo also says The biggest problem with SSSish is that it's a total hack I think for the moment if you want true SSS you may need to look elsewhere, as to whether this will be resolved in the next version of RS??? over to RS themselves to answer that! Aidan 2009/7/21 Henry Tjernlund henrytjernl...@gmail.com: Also, anytime I have tried to put another object inside the SSS materail (like maybe a white blood cell eating a pathogen, or even having internal structure, or a blob monster eating something) it seems that all I get is a shadow from the interior object, but no blurred translucent effect of the inner object itself. -- -- Henry Tjernlund http://www.renderosity.com/mod/gallery/browse.php?username=henrytj http://www.modelmayhem.com/HenryTjernlund http://imdb.com/name/nm2519729/ http://www.myspace.com/henrytj http://henrytj.deviantart.com/
Re: SSS
Maybe the SSS Shader was only a good starting point. Analyze the structure of the shader. Have in mind that you have more or less no real predifined materials like the materials in C4D or LW(9) in RS, only good starting points. You're working with something like carried raytrace data which are stored in channels. This channels can be transformed via VSL. In my opinion it's a little bit like painting an image. Think about the following: The color of an object reacts with the intensity of a light based on the angle of the light ray (maybe forgotten something :-? ok distance, volumes between object and light, ) That's not all, you can store most of this informations in selfdefined channels in RS which can be directly or post processed and added to the final render result. Now it's up to you, to carry the data to the desired result. The SSS Shader can show what's possible, but maybe you exspect some feature, what is not implemented. Sounds hard, but it's true. I don't know what you exspect as final result, but have in mind, too, it's only a simulation (your simulation) The animation and the renderprocess. Sometimes it's helpy to send a small sample scene, then it's easier to see what's going. Hope it's helpy, Matthias - Original Message - From: Henry Tjernlund henrytjernl...@gmail.com To: user-list@light.realsoft3d.com Sent: Tuesday, July 21, 2009 2:47 AM Subject: Re: SSS Also, anytime I have tried to put another object inside the SSS materail (like maybe a white blood cell eating a pathogen, or even having internal structure, or a blob monster eating something) it seems that all I get is a shadow from the interior object, but no blurred translucent effect of the inner object itself. -- -- Henry Tjernlund http://www.renderosity.com/mod/gallery/browse.php?username=henrytj http://www.modelmayhem.com/HenryTjernlund http://imdb.com/name/nm2519729/ http://www.myspace.com/henrytj http://henrytj.deviantart.com/
Re: SSS
I was afraid that the answer was that the SSS-ish material was a surface only approximation. I understand and appreciate that. but somewhere in the various docs or advertisements for RS is that in did have SSS ability. I think the version of C4D after the one I got (R8) they added true SSS. Its too bad that I did not find my invoice until years too late that stated I was eligible for the next version (R8.5) of C4D that had many of these new features (SSS, soft selections, cloth, etc.) I don't want to start a fight, but I think that some proponents of RS are mistaking many combination for power. Just because you can combine various features in many ways doesn't mean that most of the combination have any practice use. Part of a software being powerful is that those useful combinations are accessible to the typical user. I think the more popular programs achieve their utility is that they make those highly useful features ready and on-hand, and not having to be programmed from scratch. -- -- Henry Tjernlund http://www.renderosity.com/mod/gallery/browse.php?username=henrytj http://www.modelmayhem.com/HenryTjernlund http://imdb.com/name/nm2519729/ http://www.myspace.com/henrytj http://henrytj.deviantart.com/
Re: SSS
http://koti.welho.com/tmikkola/materials.html maybe working in RS v5. Matthias - Original Message - From: Henry Tjernlund henrytjernl...@gmail.com To: user-list@light.realsoft3d.com Sent: Friday, July 17, 2009 10:07 PM Subject: SSS I have seen mentioned that RS can do SSS. But I am having trouble finding definative info on it. There doesn't seem to be a SSS material in the materials group, unless I missed it somehow. (using RS 5, btw.) -- -- Henry Tjernlund http://www.renderosity.com/mod/gallery/browse.php?username=henrytj http://www.modelmayhem.com/HenryTjernlund http://imdb.com/name/nm2519729/ http://www.myspace.com/henrytj http://henrytj.deviantart.com/
Re: SV: An SSS [ Sub Surface Scattering ] problems
Hello, I think I have found the source of the strange colouring, don't set the subsurface color to 1,1,1. I tried the example you sent and I can confirm that the face of the snowman got unexpected bluish tone. It appears that GI shader and SSS shader are not totally compatible. ´The SSS shader computes a diffuse channel as follows: if(unshaded) sbuf = raytracer(..) sbuf /= Copy(color) diffuse += multiply(multiplier, color) When you apply this computation to the orange 'carrot nose' color, you will get a cyan tone. While it is probably OK for the SSS shader, it colors the GI in a wrong way. I would expect that if you create new channels that are private to SSS and change the channel references from the SSS shader to the new channels (and change the post effects respectively, if SSS needs them), the problem disappears. I hope this helps! Kind regards, Vesa
Re: SV: An SSS [ Sub Surface Scattering ] problems
The tie-in with the GI post effect and diffuse channel are only temporary, I'll separate SSS from GI in the final version. On 11/12/06, Vesa Meskanen [EMAIL PROTECTED] wrote: Hello, I think I have found the source of the strange colouring, don't set the subsurface color to 1,1,1. I tried the example you sent and I can confirm that the face of the snowman got unexpected bluish tone. It appears that GI shader and SSS shader are not totally compatible. ´The SSS shader computes a diffuse channel as follows: if(unshaded) sbuf = raytracer(..) sbuf /= Copy(color) diffuse += multiply(multiplier, color) When you apply this computation to the orange 'carrot nose' color, you will get a cyan tone. While it is probably OK for the SSS shader, it colors the GI in a wrong way. I would expect that if you create new channels that are private to SSS and change the channel references from the SSS shader to the new channels (and change the post effects respectively, if SSS needs them), the problem disappears. I hope this helps! Kind regards, Vesa
Re: SV: An SSS [ Sub Surface Scattering ] problems
Hi Vesa, When I posted the SSSish Shader [ on behalf of TIMO ] I did not mention this - dont set the subsurface color to 1,1,1. I seem to remember TIMO mentioning this, but in passing, so forgot same. Would it be possible for you to edit the SSSish Shader with any changes you mention OR any 'upgrades' you see useful [ With plain english headers on the sliders and tooltips if possible :) ] I reckon Timo wont mind, Cheers Aidan At 08:28 11/12/2006, you wrote: urn:schemas-microsoft-com:vml xmlns:o = urn:schemas-microsoft-com:office:office xmlns:w = urn:schemas-microsoft-com:office:word xmlns:st1 = urn:schemas-microsoft-com:office:smarttags Hello, I think I have found the source of the strange colouring, dont set the subsurface color to 1,1,1. I tried the example you sent and I can confirm that the face of the snowman got unexpected bluish tone. It appears that GI shader and SSS shader are not totally compatible. ´The SSS shader computes a diffuse channel as follows: if(unshaded) sbuf = raytracer(..) sbuf /= Copy(color) diffuse += multiply(multiplier, color) When you apply this computation to the orange 'carrot nose' color, you will get a cyan tone. While it is probably OK for the SSS shader, it colors the GI in a wrong way. I would expect that if you create new channels that are private to SSS and change the channel references from the SSS shader to the new channels (and change the post effects respectively, if SSS needs them), the problem disappears. I hope this helps! Kind regards, Vesa No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.15/581 - Release Date: 09/12/2006 15:41
Re: SV: An SSS [ Sub Surface Scattering ] problems
Hi Guys, Uppz, TIMO answered so disregard my last mail. Cheers Timo, seems this shader is of good interest, great stuff Thanks again Aidan At 13:43 11/12/2006, you wrote: Hi Vesa, When I posted the SSSish Shader [ on behalf of TIMO ] I did not mention this - dont set the subsurface color to 1,1,1. I seem to remember TIMO mentioning this, but in passing, so forgot same. Would it be possible for you to edit the SSSish Shader with any changes you mention OR any 'upgrades' you see useful [ With plain english headers on the sliders and tooltips if possible :) ] I reckon Timo wont mind, Cheers Aidan At 08:28 11/12/2006, you wrote: urn:schemas-microsoft-com:vml xmlns:o = urn:schemas-microsoft-com:office:office xmlns:w = urn:schemas-microsoft-com:office:word xmlns:st1 = urn:schemas-microsoft-com:office:smarttags Hello, I think I have found the source of the strange colouring, dont set the subsurface color to 1,1,1. I tried the example you sent and I can confirm that the face of the snowman got unexpected bluish tone. It appears that GI shader and SSS shader are not totally compatible. ´The SSS shader computes a diffuse channel as follows: if(unshaded) sbuf = raytracer(..) sbuf /= Copy(color) diffuse += multiply(multiplier, color) When you apply this computation to the orange 'carrot nose' color, you will get a cyan tone. While it is probably OK for the SSS shader, it colors the GI in a wrong way. I would expect that if you create new channels that are private to SSS and change the channel references from the SSS shader to the new channels (and change the post effects respectively, if SSS needs them), the problem disappears. I hope this helps! Kind regards, Vesa No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.15/581 - Release Date: 09/12/2006 15:41 No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.15/581 - Release Date: 09/12/2006 15:41
Re: SV: An SSS [ Sub Surface Scattering ] problems
Yerp, using the GI post effect/blur would be nice, but it just has too many problems. The final version will have its own post effect, which also makes it possible to texture the SSS effect. I'll try to finish it this week: I'll put it on my site and mail it to the list then. On 11/12/06, Aidan O Driscoll [EMAIL PROTECTED] wrote: Hi Guys, Uppz, TIMO answered so disregard my last mail. Cheers Timo, seems this shader is of good interest, great stuff Thanks again Aidan At 13:43 11/12/2006, you wrote: Hi Vesa, When I posted the SSSish Shader [ on behalf of TIMO ] I did not mention this - don't set the subsurface color to 1,1,1. I seem to remember TIMO mentioning this, but in passing, so forgot same. Would it be possible for you to edit the SSSish Shader with any changes you mention OR any 'upgrades' you see useful [ With plain english headers on the sliders and tooltips if possible :) ] I reckon Timo wont mind, Cheers Aidan At 08:28 11/12/2006, you wrote: urn:schemas-microsoft-com:vml xmlns:o = urn:schemas-microsoft-com:office:office xmlns:w = urn:schemas-microsoft-com:office:word xmlns:st1 = urn:schemas-microsoft-com:office:smarttags Hello, I think I have found the source of the strange colouring, don't set the subsurface color to 1,1,1. I tried the example you sent and I can confirm that the face of the snowman got unexpected bluish tone. It appears that GI shader and SSS shader are not totally compatible. ´The SSS shader computes a diffuse channel as follows: if(unshaded) sbuf = raytracer(..) sbuf /= Copy(color) diffuse += multiply(multiplier, color) When you apply this computation to the orange 'carrot nose' color, you will get a cyan tone. While it is probably OK for the SSS shader, it colors the GI in a wrong way. I would expect that if you create new channels that are private to SSS and change the channel references from the SSS shader to the new channels (and change the post effects respectively, if SSS needs them), the problem disappears. I hope this helps! Kind regards, Vesa No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.15/581 - Release Date: 09/12/2006 15:41 No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.15/581 - Release Date: 09/12/2006 15:41
Re: SV: An SSS [ Sub Surface Scattering ] problems
Hi, Now I got the shader to work according to my needs and I like it. First I made all objects white and did the colouring by using different SSSish shaders with different subsurface colour. Then I noticed that if the objects colour and the subsurface colour didnt differ too much it also works well, so now I uses both the object colour and the subsurface colour. /Hans Hi Guys, Uppz, TIMO answered so disregard my last mail. Cheers Timo, seems this shader is of good interest, great stuff Thanks again Aidan At 13:43 11/12/2006, you wrote: Hi Vesa, When I posted the SSSish Shader [ on behalf of TIMO ] I did not mention this - don't set the subsurface color to 1,1,1. I seem to remember TIMO mentioning this, but in passing, so forgot same. Would it be possible for you to edit the SSSish Shader with any changes you mention OR any 'upgrades' you see useful [ With plain english headers on the sliders and tooltips if possible :) ] I reckon Timo wont mind, Cheers Aidan At 08:28 11/12/2006, you wrote: urn:schemas-microsoft-com:vml xmlns:o = urn:schemas-microsoft-com:office:office xmlns:w = urn:schemas-microsoft-com:office:word xmlns:st1 = urn:schemas-microsoft-com:office:smarttags Hello, I think I have found the source of the strange colouring, don't set the subsurface color to 1,1,1. I tried the example you sent and I can confirm that the face of the snowman got unexpected bluish tone. It appears that GI shader and SSS shader are not totally compatible. ´The SSS shader computes a diffuse channel as follows: if(unshaded) sbuf = raytracer(..) sbuf /= Copy(color) diffuse += multiply(multiplier, color) When you apply this computation to the orange 'carrot nose' color, you will get a cyan tone. While it is probably OK for the SSS shader, it colors the GI in a wrong way. I would expect that if you create new channels that are private to SSS and change the channel references from the SSS shader to the new channels (and change the post effects respectively, if SSS needs them), the problem disappears. I hope this helps! Kind regards, Vesa No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.15/581 - Release Date: 09/12/2006 15:41 No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.15/581 - Release Date: 09/12/2006 15:41 attachment: View0.jpg
Re: SV: An SSS [ Sub Surface Scattering ] problems
Loadza tooltips and the like so Timo :) Cheers and thanks aidan At 14:46 11/12/2006, you wrote: Yerp, using the GI post effect/blur would be nice, but it just has too many problems. The final version will have its own post effect, which also makes it possible to texture the SSS effect. I'll try to finish it this week: I'll put it on my site and mail it to the list then. On 11/12/06, Aidan O Driscoll [EMAIL PROTECTED] wrote: Hi Guys, Uppz, TIMO answered so disregard my last mail. Cheers Timo, seems this shader is of good interest, great stuff Thanks again Aidan At 13:43 11/12/2006, you wrote: Hi Vesa, When I posted the SSSish Shader [ on behalf of TIMO ] I did not mention this - don't set the subsurface color to 1,1,1. I seem to remember TIMO mentioning this, but in passing, so forgot same. Would it be possible for you to edit the SSSish Shader with any changes you mention OR any 'upgrades' you see useful [ With plain english headers on the sliders and tooltips if possible :) ] I reckon Timo wont mind, Cheers Aidan At 08:28 11/12/2006, you wrote: urn:schemas-microsoft-com:vml xmlns:o = urn:schemas-microsoft-com:office:office xmlns:w = urn:schemas-microsoft-com:office:word xmlns:st1 = urn:schemas-microsoft-com:office:smarttags Hello, I think I have found the source of the strange colouring, don't set the subsurface color to 1,1,1. I tried the example you sent and I can confirm that the face of the snowman got unexpected bluish tone. It appears that GI shader and SSS shader are not totally compatible. ´The SSS shader computes a diffuse channel as follows: if(unshaded) sbuf = raytracer(..) sbuf /= Copy(color) diffuse += multiply(multiplier, color) When you apply this computation to the orange 'carrot nose' color, you will get a cyan tone. While it is probably OK for the SSS shader, it colors the GI in a wrong way. I would expect that if you create new channels that are private to SSS and change the channel references from the SSS shader to the new channels (and change the post effects respectively, if SSS needs them), the problem disappears. I hope this helps! Kind regards, Vesa No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.15/581 - Release Date: 09/12/2006 15:41 No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.15/581 - Release Date: 09/12/2006 15:41 -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.15/581 - Release Date: 09/12/2006 15:41
Re: SV: An SSS [ Sub Surface Scattering ] problems
Hi Hans, in my opinion you should have a look at the Ray*Normal :-? See attached picture. Matthias - Original Message - From: Hans To: user-list@light.realsoft3d.com Sent: Saturday, December 09, 2006 8:55 PM Subject: VB: SV: An SSS [ Sub Surface Scattering ] problems Hi list, I still have problems with the SSS and strange colours and I can't get mIRC to work from home so I try the email way instread. here is the project, if someone can take a look at it. If I open the r3i file then I see that the diffuse channel is very strange, purple and cyan out of no reason. Probably there is some simple explanation but I can't find it. Best regards Hans ssish-v2.gif Description: GIF image
Re: An SSS [ Sub Surface Scattering ] Shader for Realsoft ... get it here!
Hello,Aidan. Thank you for reply and tutorial. My reply seems not to have been posted to the Mailing List. Best regards, K-UDA - Original Message - From: Aidan O Driscoll [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Saturday, December 02, 2006 1:44 PM Subject: Re: An SSS [ Sub Surface Scattering ] Shader for Realsoft ... get it here! Hi K-uda, Just a quick note, its the early hours and am just in from playing a gig, thats one of my other jobs :) Also I do not have my RS PC on, so pardon any errors in my instruction re names of things etc I looked at your screenshot. I notice you do not have the GI Shader added to your Scene. For GI to work you need this. [ Have a look at the GI Tutes again at the WIKI, listed in my first mail. ] This might be placed inside your TEST,SSS,SCENE folder above everything else and where the Sphere is not included. When you are rendering use the GI Render and the GI Effects [ Found in Post EFX ] instead of say reasonable Quality and default effects. Note that for GI to render it can take alot longer, also you may need to lower your lights intensity to near dark as GI will amplify lights in a scene way beyond normal [ this is the simplest language I can think of right now to explain ]. As a tip - do some spot rendering. Define a render box, say around the ears, so it renders just that section. If you are not sure how to do this - I will specify in the next mail. Maybe it is best also to try out this Shader on a basic small model first like my Candle Shack in my last mail. This to get the hang of things first. Then move on to your human figure. I will respond again later today after some 's. Anyone else who wishes to chime in feel free also. Open discussion. I will pop up the candle shack mesh as a download also AND make a basic scene setup using SSSish available. WE WILL SEE HOW WE ALL GET ON WITH THIS and HAVE FUN DOING SO :) Also, dont forget, as an RS user, drop in every so often to the RS IRC at Quakenet - #realsoft3d and hang out, ask questions. Remember if you do not get an answer: 1 - maybe people dont know the answer 2 - People are away from their PC 3 - People are at work with the IRC on in the background and may take a while to reply. 4 - People are shy :) - ! Dont assume you are being ignored. Cheers Aidan At 02:53 02/12/2006, you wrote: Hello,Aidan. I am not able to understand how to use this shader. Please teach me it. Best regards, K-UDA - Original Message - From: Aidan O Driscoll [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Saturday, December 02, 2006 4:11 AM Subject: An SSS [ Sub Surface Scattering ] Shader for Realsoft ... get it here! Hi Guys, Timo has kindly provided an SSS [ Sub Surface Scattering ] type shader for us all. THANKS TIMO. Here you go: http://www.tidalsound.com/3dstuff/SSSish_V2.zip What is Sub Surface Scattering? Have a look at the WIKI explanation : http://en.wikipedia.org/wiki/Subsurface_scattering I suppose you can get this effect if you hold your hand in front of a small light in a darkened room. See the light through the thinner webbed parts between your fingers. A candle is a good example of SSS when lit. Pictures describe it best. Here are some meager attempts on my behalf using TIMO's shader: Candleshack: http://www.tidalsound.com/3dstuff/ssstest6.png http://www.tidalsound.com/3dstuff/ssstest2.png Ice: http://www.tidalsound.com/3dstuff/ice.png http://www.tidalsound.com/3dstuff/ice3.png http://www.tidalsound.com/3dstuff/ice4.png These are just roughs, yes one can pick at them, but I think they illustrate SSS reasonably enough. To use the shader - apply it to a mesh/model you have created [ along with other shaders / materials if you wish ]. You will need to setup a GI render environment around the scene for this shader to be effective. To do so, have a look at the REALSOFT Wiki: GI Explanation - http://rs3dwiki.the-final.info/index.php?title=Global_Illumination_explained GI Tute - http://rs3dwiki.the-final.info/index.php?title=Beginner%27s_GI_tutorial GI Tips - http://rs3dwiki.the-final.info/index.php?title=GI_tips Quick explanation - See the Scene Setup under the GI Tute page above. To load the shader - Unzip it, pop it into the Realsoft\Materials folder - maybe create a new folder under Materials called SSS and add it their [ Here I am assuming you are using Windows and Explorer ]. Launch RS, go to materials tab, Right Click [ in empty area ], Purge, Right Click, Browse Material Library, scroll down to your new SSS folder and double click SSSish V2 material to add. When you load the SSSish shader into your project, double click it [ untick advanced if ticked ] and have a look at the attribute names like Subsurface Color, Falloff etc. If you point at these attribute names you will find explanation tooltips on each attributes usage. Feedback on these please. I tried to make them as simple
An SSS [ Sub Surface Scattering ] Shader for Realsoft ... get it here!
Hi Guys, Timo has kindly provided an SSS [ Sub Surface Scattering ] type shader for us all. THANKS TIMO. Here you go: http://www.tidalsound.com/3dstuff/SSSish_V2.zip What is Sub Surface Scattering? Have a look at the WIKI explanation : http://en.wikipedia.org/wiki/Subsurface_scattering I suppose you can get this effect if you hold your hand in front of a small light in a darkened room. See the light through the thinner webbed parts between your fingers. A candle is a good example of SSS when lit. Pictures describe it best. Here are some meager attempts on my behalf using TIMO's shader: Candleshack: http://www.tidalsound.com/3dstuff/ssstest6.png http://www.tidalsound.com/3dstuff/ssstest2.png Ice: http://www.tidalsound.com/3dstuff/ice.png http://www.tidalsound.com/3dstuff/ice3.png http://www.tidalsound.com/3dstuff/ice4.png These are just roughs, yes one can pick at them, but I think they illustrate SSS reasonably enough. To use the shader - apply it to a mesh/model you have created [ along with other shaders / materials if you wish ]. You will need to setup a GI render environment around the scene for this shader to be effective. To do so, have a look at the REALSOFT Wiki: GI Explanation - http://rs3dwiki.the-final.info/index.php?title=Global_Illumination_explained GI Tute - http://rs3dwiki.the-final.info/index.php?title=Beginner%27s_GI_tutorial GI Tips - http://rs3dwiki.the-final.info/index.php?title=GI_tips Quick explanation - See the Scene Setup under the GI Tute page above. To load the shader - Unzip it, pop it into the Realsoft\Materials folder - maybe create a new folder under Materials called SSS and add it their [ Here I am assuming you are using Windows and Explorer ]. Launch RS, go to materials tab, Right Click [ in empty area ], Purge, Right Click, Browse Material Library, scroll down to your new SSS folder and double click SSSish V2 material to add. When you load the SSSish shader into your project, double click it [ untick advanced if ticked ] and have a look at the attribute names like Subsurface Color, Falloff etc. If you point at these attribute names you will find explanation tooltips on each attributes usage. Feedback on these please. I tried to make them as simple as possible with the help of TIMO and the lads at the IRC. I edited this shader [ with Timos knowledge/permission ] as an example of what I mentioned in the other mails at this list currently about RS and front ends for non techies It seems my RS user types mentioned [ Prompted by Jean's mention of same ] have caught on at the IRC: I would divide the user base as follows: level 1 - The Ultra 3D beginner in general level 2 - The 3D enthusiast who has experience, but is more artistic and not a techy in any way level 3 - The proggy / techy Experts where 3D is secondary to redesigning and turning RS code upside down level 4 - A mix of 2 and 3 above So the above Shader was created by a Level 3 [ Timo and the lads ], filtered through a level 2 [ me ] for level 2 and below usage ... I hope! Enjoy Thanks to TIMO, Cheers Aidan
Re: An SSS [ Sub Surface Scattering ] Shader for Realsoft ... get it here!
Hi K-uda, Just a quick note, its the early hours and am just in from playing a gig, thats one of my other jobs :) Also I do not have my RS PC on, so pardon any errors in my instruction re names of things etc I looked at your screenshot. I notice you do not have the GI Shader added to your Scene. For GI to work you need this. [ Have a look at the GI Tutes again at the WIKI, listed in my first mail. ] This might be placed inside your TEST,SSS,SCENE folder above everything else and where the Sphere is not included. When you are rendering use the GI Render and the GI Effects [ Found in Post EFX ] instead of say reasonable Quality and default effects. Note that for GI to render it can take alot longer, also you may need to lower your lights intensity to near dark as GI will amplify lights in a scene way beyond normal [ this is the simplest language I can think of right now to explain ]. As a tip - do some spot rendering. Define a render box, say around the ears, so it renders just that section. If you are not sure how to do this - I will specify in the next mail. Maybe it is best also to try out this Shader on a basic small model first like my Candle Shack in my last mail. This to get the hang of things first. Then move on to your human figure. I will respond again later today after some 's. Anyone else who wishes to chime in feel free also. Open discussion. I will pop up the candle shack mesh as a download also AND make a basic scene setup using SSSish available. WE WILL SEE HOW WE ALL GET ON WITH THIS and HAVE FUN DOING SO :) Also, dont forget, as an RS user, drop in every so often to the RS IRC at Quakenet - #realsoft3d and hang out, ask questions. Remember if you do not get an answer: 1 - maybe people dont know the answer 2 - People are away from their PC 3 - People are at work with the IRC on in the background and may take a while to reply. 4 - People are shy :) - ! Dont assume you are being ignored. Cheers Aidan At 02:53 02/12/2006, you wrote: Hello,Aidan. I am not able to understand how to use this shader. Please teach me it. Best regards, K-UDA - Original Message - From: Aidan O Driscoll [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Saturday, December 02, 2006 4:11 AM Subject: An SSS [ Sub Surface Scattering ] Shader for Realsoft ... get it here! Hi Guys, Timo has kindly provided an SSS [ Sub Surface Scattering ] type shader for us all. THANKS TIMO. Here you go: http://www.tidalsound.com/3dstuff/SSSish_V2.zip What is Sub Surface Scattering? Have a look at the WIKI explanation : http://en.wikipedia.org/wiki/Subsurface_scattering I suppose you can get this effect if you hold your hand in front of a small light in a darkened room. See the light through the thinner webbed parts between your fingers. A candle is a good example of SSS when lit. Pictures describe it best. Here are some meager attempts on my behalf using TIMO's shader: Candleshack: http://www.tidalsound.com/3dstuff/ssstest6.png http://www.tidalsound.com/3dstuff/ssstest2.png Ice: http://www.tidalsound.com/3dstuff/ice.png http://www.tidalsound.com/3dstuff/ice3.png http://www.tidalsound.com/3dstuff/ice4.png These are just roughs, yes one can pick at them, but I think they illustrate SSS reasonably enough. To use the shader - apply it to a mesh/model you have created [ along with other shaders / materials if you wish ]. You will need to setup a GI render environment around the scene for this shader to be effective. To do so, have a look at the REALSOFT Wiki: GI Explanation - http://rs3dwiki.the-final.info/index.php?title=Global_Illumination_explained GI Tute - http://rs3dwiki.the-final.info/index.php?title=Beginner%27s_GI_tutorial GI Tips - http://rs3dwiki.the-final.info/index.php?title=GI_tips Quick explanation - See the Scene Setup under the GI Tute page above. To load the shader - Unzip it, pop it into the Realsoft\Materials folder - maybe create a new folder under Materials called SSS and add it their [ Here I am assuming you are using Windows and Explorer ]. Launch RS, go to materials tab, Right Click [ in empty area ], Purge, Right Click, Browse Material Library, scroll down to your new SSS folder and double click SSSish V2 material to add. When you load the SSSish shader into your project, double click it [ untick advanced if ticked ] and have a look at the attribute names like Subsurface Color, Falloff etc. If you point at these attribute names you will find explanation tooltips on each attributes usage. Feedback on these please. I tried to make them as simple as possible with the help of TIMO and the lads at the IRC. I edited this shader [ with Timos knowledge/permission ] as an example of what I mentioned in the other mails at this list currently about RS and front ends for non techies It seems my RS user types mentioned [ Prompted by Jean's mention of same ] have caught on at the IRC: I would divide the user
Re: An SSS [ Sub Surface Scattering ] Shader for Realsoft ... get it here!
Hi Stefan, Nice one buddy, you got it. Me off to zzland now [ 4.47am ], as I stated in the mail I just popped up responding to K-UDA. Back from playing a Gig. If you can add anything to my response to K-UDA re your experience with SSSish - feel free, as he asked for help on how to use it, Cheers and thanks for the comp, Yours as usual, Aidan At 04:19 02/12/2006, you wrote: Hi Aidan, Timo and all.. Thx Timo again for this and your other awesome shaders ! Thx also to you Aidan for your initiative to simplify things..!.. btw..Your ice looks nice..! I fastly made a simple test myself now, modeled some simple fingers.. to test it on.. I attached the first test on it.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Hi Guys, Timo has kindly provided an SSS [ Sub Surface Scattering ] type shader for us all. THANKS TIMO. Here you go: http://www.tidalsound.com/3dstuff/SSSish_V2.zip What is Sub Surface Scattering? Have a look at the WIKI explanation : http://en.wikipedia.org/wiki/Subsurface_scattering I suppose you can get this effect if you hold your hand in front of a small light in a darkened room. See the light through the thinner webbed parts between your fingers. A candle is a good example of SSS when lit. Pictures describe it best. Here are some meager attempts on my behalf using TIMO's shader: Candleshack: http://www.tidalsound.com/3dstuff/ssstest6.png http://www.tidalsound.com/3dstuff/ssstest2.png Ice: http://www.tidalsound.com/3dstuff/ice.png http://www.tidalsound.com/3dstuff/ice3.png http://www.tidalsound.com/3dstuff/ice4.png These are just roughs, yes one can pick at them, but I think they illustrate SSS reasonably enough. To use the shader - apply it to a mesh/model you have created [ along with other shaders / materials if you wish ]. You will need to setup a GI render environment around the scene for this shader to be effective. To do so, have a look at the REALSOFT Wiki: GI Explanation - http://rs3dwiki.the-final.info/index.php?title=Global_Illumination_explained GI Tute - http://rs3dwiki.the-final.info/index.php?title=Beginner%27s_GI_tutorial GI Tips - http://rs3dwiki.the-final.info/index.php?title=GI_tips Quick explanation - See the Scene Setup under the GI Tute page above. To load the shader - Unzip it, pop it into the Realsoft\Materials folder - maybe create a new folder under Materials called SSS and add it their [ Here I am assuming you are using Windows and Explorer ]. Launch RS, go to materials tab, Right Click [ in empty area ], Purge, Right Click, Browse Material Library, scroll down to your new SSS folder and double click SSSish V2 material to add. When you load the SSSish shader into your project, double click it [ untick advanced if ticked ] and have a look at the attribute names like Subsurface Color, Falloff etc. If you point at these attribute names you will find explanation tooltips on each attributes usage. Feedback on these please. I tried to make them as simple as possible with the help of TIMO and the lads at the IRC. I edited this shader [ with Timos knowledge/permission ] as an example of what I mentioned in the other mails at this list currently about RS and front ends for non techies It seems my RS user types mentioned [ Prompted by Jean's mention of same ] have caught on at the IRC: I would divide the user base as follows: level 1 - The Ultra 3D beginner in general level 2 - The 3D enthusiast who has experience, but is more artistic and not a techy in any way level 3 - The proggy / techy Experts where 3D is secondary to redesigning and turning RS code upside down level 4 - A mix of 2 and 3 above So the above Shader was created by a Level 3 [ Timo and the lads ], filtered through a level 2 [ me ] for level 2 and below usage ... I hope! Enjoy Thanks to TIMO, Cheers Aidan -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.430 / Virus Database: 268.15.3/562 - Release Date: 12/1/2006 1:12 PM No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.430 / Virus Database: 268.15.3/561 - Release Date: 01/12/2006 06:36
Re: SSS test subject
Hi Gary and all, This is further doodles with Timo's SSSish shader: http://www.tidalsound.com/3dstuff/ssstest5.png Messing with different light types to see reaction. This has 3 point lights. 1 way above, 1 inside the candleshack, another inside the witches hat. Both the Candleshack and Witches Hat have two different versions of the SSShish shader, Happy be-earlied Paddys Day to you too :) Aidan At 05:14 27/11/2006, you wrote: Hi Aidan : Man this list goes dead on the weekends ! I get the distinct feeling most list traffic here is coming from people's work computers during the week ? http://www.tidalsound.com/3dstuff/ssstest2.png Excellent example ! This really does show where the shader performs it's magic . From the Sputterfish gallery http://tinyurl.com/s4vk6 something kind of similiar in Brazil . Of course most will remember this one from years ago . Seemed so profound way back then - ho-hum now in a way . http://tinyurl.com/yc7hfk Cheers and an early-happy St. Patrick's day . studio Hi Guys, Been doodling with Timo,s SSSish Shader, great stuff. Here is a render from my efforts called Candleshack :) http://www.tidalsound.com/3dstuff/ssstest2.png Using the same mesh, This is another render BUT with PMG messiahs SSS / translucency shader: http://www.tidalsound.com/3dstuff/candleshack.jpg Thanks TIMO, cheers Aidan -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.430 / Virus Database: 268.14.17/553 - Release Date: 27/11/2006 04:00
Re: SSS test subject
From the Sputterfish gallery http://tinyurl.com/s4vk6 http://tinyurl.com/yc7hfk TG2 Alpha http://tinyurl.com/ynyylp Hi Gary and all, This is further doodles with Timo's SSSish shader: http://www.tidalsound.com/3dstuff/ssstest5.png OK , I see : Good luck with your experiments . studio
Re: SSS test subject
Hi Aidan : Man this list goes dead on the weekends ! I get the distinct feeling most list traffic here is coming from people's work computers during the week ? http://www.tidalsound.com/3dstuff/ssstest2.png Excellent example ! This really does show where the shader performs it's magic . From the Sputterfish gallery http://tinyurl.com/s4vk6 something kind of similiar in Brazil . Of course most will remember this one from years ago . Seemed so profound way back then - ho-hum now in a way . http://tinyurl.com/yc7hfk Cheers and an early-happy St. Patrick's day . studio Hi Guys, Been doodling with Timo,s SSSish Shader, great stuff. Here is a render from my efforts called Candleshack :) http://www.tidalsound.com/3dstuff/ssstest2.png Using the same mesh, This is another render BUT with PMG messiahs SSS / translucency shader: http://www.tidalsound.com/3dstuff/candleshack.jpg Thanks TIMO, cheers Aidan
Re: SSS test subject
Sorry : ... meant to include this ancient example also from the Tearragen2 Pre-Alpha (finally almost beta) gallery . http://tinyurl.com/ynyylp studio Hi Aidan : Man this list goes dead on the weekends ! I get the distinct feeling most list traffic here is coming from people's work computers during the week ? http://www.tidalsound.com/3dstuff/ssstest2.png Excellent example ! This really does show where the shader performs it's magic . From the Sputterfish gallery http://tinyurl.com/s4vk6 something kind of similiar in Brazil . Of course most will remember this one from years ago . Seemed so profound way back then - ho-hum now in a way . http://tinyurl.com/yc7hfk Cheers and an early-happy St. Patrick's day . studio Hi Guys, Been doodling with Timo,s SSSish Shader, great stuff. Here is a render from my efforts called Candleshack :) http://www.tidalsound.com/3dstuff/ssstest2.png Using the same mesh, This is another render BUT with PMG messiahs SSS / translucency shader: http://www.tidalsound.com/3dstuff/candleshack.jpg Thanks TIMO, cheers Aidan -- Internal Virus Database is out-of-date. Checked by AVG Free Edition. Version: 7.1.394 / Virus Database: 268.13.25/515 - Release Date: 11/3/2006
Re: SSS test subject
At 02:57 22-11-2006, you wrote: As I don't like animal testing, I decided to test my SSS shader on a plant...ish thing: http://koti.welho.com/tmikkola/Gallery/grabby2.jpg GI, SSS, DOF, Soft light, etc. Took forever to render, added noise and lens distortion in Gimp. Great work Timo, you pushed the renderer to its limits! I'm wondering if the texture is procedural or bitmap? And: where can I get one, (s)he looks so cute, and what do you feed them? ;) thanks for showing, -Mark
Re: SSS test subject
Hi Guys, Been doodling with Timo,s SSSish Shader, great stuff. Here is a render from my efforts called Candleshack :) http://www.tidalsound.com/3dstuff/ssstest2.png Using the same mesh, This is another render BUT with PMG messiahs SSS / translucency shader: http://www.tidalsound.com/3dstuff/candleshack.jpg Thanks TIMO, cheers Aidan At 20:55 23/11/2006, you wrote: On 23/11/06, Mark Heuymans [EMAIL PROTECTED] wrote: At 18:26 23-11-2006, you wrote: All procedurals. It's just the std wrinkle material, some cell bumps and a simple noise+if for the veins. I used vertex channels for controlling the bumps and SSS color. Works nicely. Procedurals can be great: no tiling, no lost textures... it just takes some time to come up with something interesting It's amazing what's possible by combining noise and cells, I've spent whole evenings playing with these (and cellular, scratches and bricks of course). Any plans to animate it or place it in its natural habitat? Natural habitat maybe, but I'd rather not animate it: the render times are too long. We came to the conlusion that these things live in shallow water and grab on to your gonads when you swim there. The purple things have strong neurotoxins and acids in them, so basically it immobilizes (or kills) you and then melts and eats your nether regions. Interesting species, a perfect present for the neighbours! -Mark H -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.430 / Virus Database: 268.14.14/547 - Release Date: 22/11/2006 17:41
RE: SSS test subject
impressive render! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Timo Mikkolainen Sent: woensdag 22 november 2006 2:58 To: user-list@light.realsoft3d.com Subject: SSS test subject As I don't like animal testing, I decided to test my SSS shader on a plant...ish thing: http://koti.welho.com/tmikkola/Gallery/grabby2.jpg GI, SSS, DOF, Soft light, etc. Took forever to render, added noise and lens distortion in Gimp.
Re: SSS test subject
Timo Mikkolainen wrote: As I don't like animal testing, I decided to test my SSS shader on a plant...ish thing: http://koti.welho.com/tmikkola/Gallery/grabby2.jpg GI, SSS, DOF, Soft light, etc. Took forever to render, added noise and lens distortion in Gimp. Hi Timo, Are you sure this thing is a plant? Be careful while playing with it, it may be contagious. What is the SSS shader? Jean-Sebastien Perron www.neuroworld.ws
Re: SSS test subject
Hey Timo.. That was reallly a totally awesome render... ! Shows off your coolish material nicely.. btw.. is that one a meat eater version kind of a plantish thingy ?=) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. As I don't like animal testing, I decided to test my SSS shader on a plant...ish thing: http://koti.welho.com/tmikkola/Gallery/grabby2.jpg GI, SSS, DOF, Soft light, etc. Took forever to render, added noise and lens distortion in Gimp.
Re: SSS test subject - some related Messiah info on same etc
Hi Guys, As a parallel [ and maybe to Jean-Sebastien's Shagrin :) ] I was doodling with SSS [ Sub Surface Scattering ] in MESSIAH. Delighted to see Timo developing an SSS Shader for RS as I was exporting RS Models via OBJ into Messiah to doodle with. At the MESSIAH forum over at CGTALK their is a big thread devoted to SSS in Messiah, but with some really nice observations and info which would apply to SSS in general, worth a read for those interested: http://forums.cgsociety.org/showthread.php?t=377706page=1pp=15highlight=subsurface This was started by Gary Chike. Some nice SSS renders through out. I said this to TIMO at the IRC, he had a look too. The hand mesh used at this thread throughout can be downloaded from: http://shapes.aim-at-shape.net/viewgroup.php?id=354# This if you want a go at Timo's Shader with the hand for comparison. Heres a link to Timos shaders etc: http://3ddart.org/index.php?name=PNphpBB2file=viewtopicp=6523#6523 Their now you have the complete RS SSS Starter kit. No doubt Timo will update his shader as he goes. Great work Timo TA VERY MUCH! Cheers Aidan At 14:33 22/11/2006, you wrote: Hey Timo.. That was reallly a totally awesome render... ! Shows off your coolish material nicely.. btw.. is that one a meat eater version kind of a plantish thingy ?=) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. As I don't like animal testing, I decided to test my SSS shader on a plant...ish thing: http://koti.welho.com/tmikkola/Gallery/grabby2.jpg GI, SSS, DOF, Soft light, etc. Took forever to render, added noise and lens distortion in Gimp. -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.430 / Virus Database: 268.14.12/545 - Release Date: 21/11/2006 22:36
RE: SSS test subject
Awesome! Robert -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Timo Mikkolainen Verzonden: woensdag 22 november 2006 2:58 Aan: user-list@light.realsoft3d.com Onderwerp: SSS test subject As I don't like animal testing, I decided to test my SSS shader on a plant...ish thing: http://koti.welho.com/tmikkola/Gallery/grabby2.jpg GI, SSS, DOF, Soft light, etc. Took forever to render, added noise and lens distortion in Gimp.
SSS test subject
As I don't like animal testing, I decided to test my SSS shader on a plant...ish thing: http://koti.welho.com/tmikkola/Gallery/grabby2.jpg GI, SSS, DOF, Soft light, etc. Took forever to render, added noise and lens distortion in Gimp.