Re: SSS

2009-07-24 Thread Mengilbar
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!
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Re: SSS

2009-07-23 Thread Matthias Kappenberg

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

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Re: SSS

2009-07-22 Thread Boris Jahn

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

2009-07-21 Thread Boris Jahn

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

2009-07-21 Thread Standley and Mungenast
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

2009-07-21 Thread Henry Tjernlund
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

2009-07-20 Thread Mengilbar
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

2009-07-20 Thread Andrew Berge
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

2009-07-20 Thread aidan o driscoll
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

2009-07-20 Thread Matthias Kappenberg

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

2009-07-20 Thread Henry Tjernlund
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

2009-07-18 Thread Matthias Kappenberg

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

2006-12-11 Thread Vesa Meskanen
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

2006-12-11 Thread Timo Mikkolainen

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

2006-12-11 Thread Aidan O Driscoll

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


Re: SV: An SSS [ Sub Surface Scattering ] problems

2006-12-11 Thread Aidan O Driscoll

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

2006-12-11 Thread Timo Mikkolainen

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

2006-12-11 Thread Hans Andersson
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
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 09/12/2006 15:41
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attachment: View0.jpg


Re: SV: An SSS [ Sub Surface Scattering ] problems

2006-12-11 Thread Aidan O Driscoll

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
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Checked by AVG Free Edition.
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09/12/2006 15:41
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Checked by AVG Free Edition.
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Re: SV: An SSS [ Sub Surface Scattering ] problems

2006-12-09 Thread Matthias Kappenberg
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!

2006-12-04 Thread K-UDA

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!

2006-12-01 Thread Aidan O Driscoll

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!

2006-12-01 Thread Aidan O Driscoll

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!

2006-12-01 Thread Aidan O Driscoll

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





--
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Checked by AVG Free Edition.
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1:12 PM






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06:36




Re: SSS test subject

2006-11-27 Thread Aidan O Driscoll

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




--
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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

2006-11-27 Thread studio
   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

2006-11-26 Thread 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



Re: SSS test subject

2006-11-26 Thread studio
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
 
 
 
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 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

2006-11-23 Thread Mark Heuymans

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

2006-11-23 Thread Aidan O Driscoll

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





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22/11/2006 17:41




RE: SSS test subject

2006-11-22 Thread Arjo Rozendaal
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

2006-11-22 Thread Jean-Sebastien Perron

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

2006-11-22 Thread Beg-inner

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

2006-11-22 Thread Aidan O Driscoll

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.




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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

2006-11-22 Thread Robert den Broeder
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

2006-11-21 Thread Timo Mikkolainen

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.