Author Topic: Volumetric/SSS rendering playground  (Read 135296 times)

2014-07-28, 09:19:55
Reply #45

Javadevil

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Okay had to do the buddha :)

Damn this SSS is super fast.

2014-07-28, 09:40:46
Reply #46

lacilaci

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Okay had to do the buddha :)

Damn this SSS is super fast.

looks transparent?.. is this volumemtl?

2014-07-28, 09:44:40
Reply #47

Javadevil

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Yep just playing with the SSS distance and G.

Another one without transparency

2014-07-28, 10:35:37
Reply #48

romullus

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Yep just playing with the SSS distance and G.

Another one without transparency
Are you sure? I think, i can still see through it ;]
« Last Edit: 2014-07-28, 11:28:41 by romullus »
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2014-07-28, 11:13:08
Reply #49

maru

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I think it needs IOR>1.
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2014-07-28, 12:00:47
Reply #50

Ondra

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the best way to make it completely not see-through is to use translucency instead of refraction
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2014-07-28, 12:10:35
Reply #51

Javadevil

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Theres no refraction, its set to 1.0.


2014-07-28, 12:16:35
Reply #52

lacilaci

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Theres no refraction, its set to 1.0.

you mean that IOR is set to 1.0 but you are using refractivity instead of translucency, right?.. You should set refractivity to 0 and instead play with translucency, absorbtion and sss color to get proper sss media behaior i think...

2014-07-28, 12:19:37
Reply #53

Javadevil

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Right I'll try that,
I thought the transparency was coming from the marble texture in the SSS slot.

2014-07-28, 13:21:12
Reply #54

Polymax

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not bad :) thanx Ondra and team!
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2014-07-28, 16:13:12
Reply #55

hydeman

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Haha the sss looks very nice ! when can we expect to try it? i've some characters who sure would love to have a corona sss treatment :D

2014-07-28, 17:18:15
Reply #56

kumodot

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    I am messing with the tests, and discovering things here... I could not get rit of the transparency on the edges sometimes (as bellow), but i was playing with Refraction/IOR and tranlucency,etc...

    I will try to not use Refraction anymore to have opaque edges... Take a closer look at this, and the edges on the yellow shader are transparent. :(

     And i am still suspicious about Reflection/Spec lights absorption/scatering.
   
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2014-07-28, 17:54:28
Reply #57

Chakib

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Ok like Ondra said i've picked the wrong color in Absrp, now it's good :D


2014-07-28, 18:02:25
Reply #58

maru

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I could not get rit of the transparency on the edges sometimes (as bellow), but i was playing with Refraction/IOR and tranlucency,etc...
Did you use refraction or translucency? But there is definitely something wrong with this. If there is a bright area (like area light or some highlights) behind and object with SSS material, the object becomes transparent or there is a lot of noise going on. But I think that's why there is a huge text informing you it's in an early stage of development. :)
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2014-07-28, 21:06:45
Reply #59

kumodot

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Nice results Chakib ! The Juice looks awesome.

    But take a look at the Straw, it's stills sharp even inside the fog. That's what's confusing me about this SSS workflow....
 
     On a Dirt Water/Juice, or something like that, the rays are messed and sort blurred in real life, but inside a FOG or smoke the rays aren't messed too much, so the objects with sharp edges inside the volume looks ok, but it i miss the refraction of thoses rays... Maybe using Refraction Glossness is the way to make it looks right ?
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