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 <szabol...@crytek.com>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<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 <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] *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 <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 <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
>
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> --
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>



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