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 > >
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