Loadza tooltips and the like so Timo :)

Cheers and thanks
aidan


At 14:46 11/12/2006, you wrote:
Yerp, using the GI post effect/blur would be nice, but it just has too
many problems. The final version will have its own post effect, which
also makes it possible to texture the SSS effect. I'll try to finish
it this week: I'll put it on my site and mail it to the list then.

On 11/12/06, Aidan O Driscoll <[EMAIL PROTECTED]> wrote:
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
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