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

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