Hi Guys,
Uppz, TIMO answered so disregard my last mail.
Cheers Timo, seems this shader is of good interest, great stuff
Thanks again
Aidan
At 13:43 11/12/2006, you wrote:
Hi Vesa,
When I posted the SSSish Shader [ on behalf of TIMO ] I did not mention
this - "dont 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, dont 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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