Hi,

Now I got the shader to work according to my needs and I like it.

First I made all objects white and did the colouring by using different
SSSish shaders with different "subsurface colour".
Then I noticed that if the objects colour and the "subsurface colour" didnt
differ too much it also works well, so now I uses both
 the object colour and the  "subsurface colour".

/Hans



> 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 - "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
> >>No virus found in this incoming message.
> >>Checked by AVG Free Edition.
> >>Version: 7.5.432 / Virus Database: 268.15.15/581 - Release Date:
> >>09/12/2006 15:41
> >No virus found in this incoming message.
> >Checked by AVG Free Edition.
> >Version: 7.5.432 / Virus Database: 268.15.15/581 - Release Date:
> >09/12/2006 15:41
>
>

<<attachment: View0.jpg>>

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