Re: Anybody succes with the new skin shader for Arnold?

2014-02-26 Thread Andreas Bystrom
hey

glad you have a workaround, but diffuse depth = 0 means no GI at all, seems
like a shame to disable it.

I'm pretty sure you could get it working with gi enabled, but its hard to
tell without seeing a scene where the problem is.

if you attach a scene please make sure you remove all textures and make it
as simple as possible while still reproducing the issue.





On Thu, Feb 27, 2014 at 1:12 AM, Szabolcs Matefy wrote:

> Got a grab on the balls of the issue, it's the bouncing. If I decrease the
> Ray Depth of Diffuse to 0, no bouncing, no issue...
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
>
> *Sent:* Wednesday, February 26, 2014 11:21 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Anybody succes with the new skin shader for Arnold?
>
>
>
> Kicking the SSS in the butt will disable this for sure. However, in all
> other place the sss looks just fine. It looks like that the SSS are
> bouncing a lot amplifying the effect. Sure, the eyelids are thinner, maybe
> I should darken the deep scatter texture there. But, the question is then,
> from where the hell it get the light to make the SSS so bright? Even if
> it's unlit...Anyway, thanks for the hint, I'll check it during the lunchbreak
> J
>
>
>
>
>
> Cheers
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *Andreas Bystrom
> *Sent:* Wednesday, February 26, 2014 10:40 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Anybody succes with the new skin shader for Arnold?
>
>
>
> that looks like the deep scatter radius is way too high, are you sure it's
> within a reasonable range? try disabling it temporarily and see if it goes
> away.
>
> it could also be a model issue perhaps, is the model closed around the
> eyes, or is there anything else that might cause the sss to go crazy?
>
>
>
> also, been a while since I spent time in sitoa, but these days there seems
> to be both a shader called "skin_sss" and one called just "skin", both have
> a radius multiplier.
>
>
>
>
> On Wed, Feb 26, 2014 at 10:23 PM, Szabolcs Matefy 
> wrote:
>
> So, meanwhile I won against the displacement mapping, decreasing a bit the
> shallow scatter radius helps bringing out the details. But, I have strong
> red effect around the eyes
>
>
>
> The radii are quite reasonable, so I just don't get this glow. Especially
> that I have an eyeball in the eyesocket...
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
> *Sent:* Tuesday, February 25, 2014 7:23 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Anybody succes with the new skin shader for Arnold?
>
>
>
>
>
> SSS softens displacement detail, in any renderer. Can you share some
> screenshots to help us understand the issues? Maybe show us what you expect
> versus what you get? Soften too much compared to what?
>
>
>
> What kind of displacement are you using? The skin shader doesn't support
> bump or autobump, if that's what you are using.
>
>
>
> Thanks
>
>
>
> Stephen
>
> Solid Angle Support
>
>
>
> On Tue, Feb 25, 2014 at 12:56 PM, Steven Caron  wrote:
>
> you should join the sitoa/mtoa mailing lists to get your answers... i have
> not used the new skin shader but from your last post you noticed there is
> no diffuse component but that is actually physically correct according to
> what marcos said.
>
>
>
> On Tue, Feb 25, 2014 at 9:30 AM, Szabolcs Matefy 
> wrote:
>
> Hey guys
>
>
>
> I'm testing Arnold, and I found the new skin shader a little odd. First of
> all, it seems, that it softens the displacement way too much, though I made
> my character with slightly exaggerated details, and yet, those almost
> completely gone with the SSS...Could any of you show me some good result with
> realistic skin?
>
>
>
> Cheers
>
>
>
> Szabolcs
>
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain vi

RE: Anybody succes with the new skin shader for Arnold?

2014-02-26 Thread Szabolcs Matefy
Got a grab on the balls of the issue, it's the bouncing. If I decrease the Ray 
Depth of Diffuse to 0, no bouncing, no issue...

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Wednesday, February 26, 2014 11:21 AM
To: softimage@listproc.autodesk.com
Subject: RE: Anybody succes with the new skin shader for Arnold?

Kicking the SSS in the butt will disable this for sure. However, in all other 
place the sss looks just fine. It looks like that the SSS are bouncing a lot 
amplifying the effect. Sure, the eyelids are thinner, maybe I should darken the 
deep scatter texture there. But, the question is then, from where the hell it 
get the light to make the SSS so bright? Even if it's unlit...Anyway, thanks 
for the hint, I'll check it during the lunchbreak :)


Cheers



From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andreas Bystrom
Sent: Wednesday, February 26, 2014 10:40 AM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: Anybody succes with the new skin shader for Arnold?

that looks like the deep scatter radius is way too high, are you sure it's 
within a reasonable range? try disabling it temporarily and see if it goes away.
it could also be a model issue perhaps, is the model closed around the eyes, or 
is there anything else that might cause the sss to go crazy?

also, been a while since I spent time in sitoa, but these days there seems to 
be both a shader called "skin_sss" and one called just "skin", both have a 
radius multiplier.



On Wed, Feb 26, 2014 at 10:23 PM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
So, meanwhile I won against the displacement mapping, decreasing a bit the 
shallow scatter radius helps bringing out the details. But, I have strong red 
effect around the eyes

The radii are quite reasonable, so I just don't get this glow. Especially that 
I have an eyeball in the eyesocket...

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Stephen Blair
Sent: Tuesday, February 25, 2014 7:23 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: Anybody succes with the new skin shader for Arnold?


SSS softens displacement detail, in any renderer. Can you share some 
screenshots to help us understand the issues? Maybe show us what you expect 
versus what you get? Soften too much compared to what?

What kind of displacement are you using? The skin shader doesn't support bump 
or autobump, if that's what you are using.

Thanks

Stephen
Solid Angle Support

On Tue, Feb 25, 2014 at 12:56 PM, Steven Caron 
mailto:car...@gmail.com>> wrote:
you should join the sitoa/mtoa mailing lists to get your answers... i have not 
used the new skin shader but from your last post you noticed there is no 
diffuse component but that is actually physically correct according to what 
marcos said.

On Tue, Feb 25, 2014 at 9:30 AM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
Hey guys

I'm testing Arnold, and I found the new skin shader a little odd. First of all, 
it seems, that it softens the displacement way too much, though I made my 
character with slightly exaggerated details, and yet, those almost completely 
gone with the SSS...Could any of you show me some good result with realistic 
skin?

Cheers


Szabolcs
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli





--
Andreas Byström
Weta Digital


RE: Anybody succes with the new skin shader for Arnold?

2014-02-26 Thread Szabolcs Matefy
Kicking the SSS in the butt will disable this for sure. However, in all other 
place the sss looks just fine. It looks like that the SSS are bouncing a lot 
amplifying the effect. Sure, the eyelids are thinner, maybe I should darken the 
deep scatter texture there. But, the question is then, from where the hell it 
get the light to make the SSS so bright? Even if it's unlit...Anyway, thanks 
for the hint, I'll check it during the lunchbreak :)


Cheers



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andreas Bystrom
Sent: Wednesday, February 26, 2014 10:40 AM
To: softimage@listproc.autodesk.com
Subject: Re: Anybody succes with the new skin shader for Arnold?

that looks like the deep scatter radius is way too high, are you sure it's 
within a reasonable range? try disabling it temporarily and see if it goes away.
it could also be a model issue perhaps, is the model closed around the eyes, or 
is there anything else that might cause the sss to go crazy?

also, been a while since I spent time in sitoa, but these days there seems to 
be both a shader called "skin_sss" and one called just "skin", both have a 
radius multiplier.




On Wed, Feb 26, 2014 at 10:23 PM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
So, meanwhile I won against the displacement mapping, decreasing a bit the 
shallow scatter radius helps bringing out the details. But, I have strong red 
effect around the eyes

The radii are quite reasonable, so I just don't get this glow. Especially that 
I have an eyeball in the eyesocket...

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Stephen Blair
Sent: Tuesday, February 25, 2014 7:23 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: Anybody succes with the new skin shader for Arnold?


SSS softens displacement detail, in any renderer. Can you share some 
screenshots to help us understand the issues? Maybe show us what you expect 
versus what you get? Soften too much compared to what?

What kind of displacement are you using? The skin shader doesn't support bump 
or autobump, if that's what you are using.

Thanks

Stephen
Solid Angle Support

On Tue, Feb 25, 2014 at 12:56 PM, Steven Caron 
mailto:car...@gmail.com>> wrote:
you should join the sitoa/mtoa mailing lists to get your answers... i have not 
used the new skin shader but from your last post you noticed there is no 
diffuse component but that is actually physically correct according to what 
marcos said.

On Tue, Feb 25, 2014 at 9:30 AM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
Hey guys

I'm testing Arnold, and I found the new skin shader a little odd. First of all, 
it seems, that it softens the displacement way too much, though I made my 
character with slightly exaggerated details, and yet, those almost completely 
gone with the SSS...Could any of you show me some good result with realistic 
skin?

Cheers


Szabolcs
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli





--
Andreas Byström
Weta Digital


Re: Anybody succes with the new skin shader for Arnold?

2014-02-26 Thread Andreas Bystrom
that looks like the deep scatter radius is way too high, are you sure it's
within a reasonable range? try disabling it temporarily and see if it goes
away.

it could also be a model issue perhaps, is the model closed around the
eyes, or is there anything else that might cause the sss to go crazy?

also, been a while since I spent time in sitoa, but these days there seems
to be both a shader called "skin_sss" and one called just "skin", both have
a radius multiplier.






On Wed, Feb 26, 2014 at 10:23 PM, Szabolcs Matefy wrote:

> So, meanwhile I won against the displacement mapping, decreasing a bit the
> shallow scatter radius helps bringing out the details. But, I have strong
> red effect around the eyes
>
>
>
> The radii are quite reasonable, so I just don't get this glow. Especially
> that I have an eyeball in the eyesocket...
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
> *Sent:* Tuesday, February 25, 2014 7:23 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Anybody succes with the new skin shader for Arnold?
>
>
>
>
>
> SSS softens displacement detail, in any renderer. Can you share some
> screenshots to help us understand the issues? Maybe show us what you expect
> versus what you get? Soften too much compared to what?
>
>
>
> What kind of displacement are you using? The skin shader doesn't support
> bump or autobump, if that's what you are using.
>
>
>
> Thanks
>
>
>
> Stephen
>
> Solid Angle Support
>
>
>
> On Tue, Feb 25, 2014 at 12:56 PM, Steven Caron  wrote:
>
> you should join the sitoa/mtoa mailing lists to get your answers... i have
> not used the new skin shader but from your last post you noticed there is
> no diffuse component but that is actually physically correct according to
> what marcos said.
>
>
>
> On Tue, Feb 25, 2014 at 9:30 AM, Szabolcs Matefy 
> wrote:
>
> Hey guys
>
>
>
> I'm testing Arnold, and I found the new skin shader a little odd. First of
> all, it seems, that it softens the displacement way too much, though I made
> my character with slightly exaggerated details, and yet, those almost
> completely gone with the SSS...Could any of you show me some good result with
> realistic skin?
>
>
>
> Cheers
>
>
>
> Szabolcs
>
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
> The sender therefore does not accept liability for any errors or omissions
> in the contents of this message, which arise as a result of e-mail
> transmission. If verification is required please request a hard-copy
> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>
>
>
>
>



-- 
Andreas Byström
Weta Digital


Re: Anybody succes with the new skin shader for Arnold?

2014-02-25 Thread Stephen Blair
SSS softens displacement detail, in any renderer. Can you share some
screenshots to help us understand the issues? Maybe show us what you expect
versus what you get? Soften too much compared to what?

What kind of displacement are you using? The skin shader doesn't support
bump or autobump, if that's what you are using.

Thanks

Stephen
Solid Angle Support


On Tue, Feb 25, 2014 at 12:56 PM, Steven Caron  wrote:

> you should join the sitoa/mtoa mailing lists to get your answers... i have
> not used the new skin shader but from your last post you noticed there is
> no diffuse component but that is actually physically correct according to
> what marcos said.
>
>
> On Tue, Feb 25, 2014 at 9:30 AM, Szabolcs Matefy wrote:
>
>> Hey guys
>>
>>
>>
>> I'm testing Arnold, and I found the new skin shader a little odd. First
>> of all, it seems, that it softens the displacement way too much, though I
>> made my character with slightly exaggerated details, and yet, those almost
>> completely gone with the SSS...Could any of you show me some good result with
>> realistic skin?
>>
>>
>>
>> Cheers
>>
>>
>>
>> Szabolcs
>> ___
>> This message contains confidential information and is intended only for
>> the individual named. If you are not the named addressee you should not
>> disseminate, distribute or copy this e-mail. Please notify the sender
>> immediately by e-mail if you have received this e-mail by mistake and
>> delete this e-mail from your system. E-mail transmission cannot be
>> guaranteed to be secure or error-free as information could be intercepted,
>> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
>> The sender therefore does not accept liability for any errors or omissions
>> in the contents of this message, which arise as a result of e-mail
>> transmission. If verification is required please request a hard-copy
>> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
>> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
>> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>>
>
>


Re: Anybody succes with the new skin shader for Arnold?

2014-02-25 Thread Steven Caron
you should join the sitoa/mtoa mailing lists to get your answers... i have
not used the new skin shader but from your last post you noticed there is
no diffuse component but that is actually physically correct according to
what marcos said.


On Tue, Feb 25, 2014 at 9:30 AM, Szabolcs Matefy wrote:

> Hey guys
>
>
>
> I'm testing Arnold, and I found the new skin shader a little odd. First of
> all, it seems, that it softens the displacement way too much, though I made
> my character with slightly exaggerated details, and yet, those almost
> completely gone with the SSS...Could any of you show me some good result with
> realistic skin?
>
>
>
> Cheers
>
>
>
> Szabolcs
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
> The sender therefore does not accept liability for any errors or omissions
> in the contents of this message, which arise as a result of e-mail
> transmission. If verification is required please request a hard-copy
> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>