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 ZZZZ'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 :) - mmmm!

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: <[email protected]>
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 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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