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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