Author Topic: Skin preset with no seams  (Read 2816 times)

2021-08-12, 13:36:45

shegold

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It would be nice to add some skin options to the preset list for those of us that work with characters.

Seam lines are still a problem when Sub-Surface is applied. It means having to use another renderer when working with characters. I can't get any of the workarounds suggest on the forums to work, so a preset would be a lifesaver.

2021-08-12, 22:11:59
Reply #1

bnji

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Is your character model split into several objects? Or is it a single object?
Are you using different skin materials for your character? (I mean using different skin materials applied using different Selection tags)
Or, are you using only one skin material?
Regards.



2021-08-13, 09:01:58
Reply #2

shegold

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The character is a single object with selection sets. I apply separate materials to the head, body, arms & legs. The materials are completely seamless when no SSS is applied. As soon as SSS is applied then a noticeable greenish seam is created at every border.

Corona would be the only renderer I would use if this could be resolved.

It's been mentioned in the forums several times, but I don't think many of your users are working with characters for this issue to be a high priority. I work with characters daily so this is my main issue at the moment.

I can also confirm that it happens on any object, character or not, where the object has selection sets and uses SSS.

2021-08-13, 20:08:42
Reply #3

bnji

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One option to solve the issue is to use only one skin material, so the SSS understands that everything is part of one same object.
The above means that, for every Skin material you use, the SSS needs to calculate it separately, which is causing the issue.
The suggestion is to use a single Skin material, but with a Corona Multi Shader in the Skin color channel, this will feed all the body textures needed.
Please take into consideration the following:
-The Multi Shader needs to be in Material tag index mode.
-Depending on the order the textures are loaded in the shader, you will have to add the same number of material tags to the object (please see the attached image for more explicit description)
This should work when using the selection tags.
I hope this helps.
Please let me know the outcome.
Regards.

2021-08-14, 16:18:03
Reply #4

shegold

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It worked beautifully!!!

Thank you.

I can now use Corona as my main renderer.

2021-09-18, 14:51:06
Reply #5

conna2005

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I got a other Problem here.

I got a single Mesh with some Selections and want to render the Shaders with SSS.

How do i have to Setup the Multi Shader ?

2021-12-20, 11:38:37
Reply #6

medwed

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One option to solve the issue is to use only one skin material, so the SSS understands that everything is part of one same object.
The above means that, for every Skin material you use, the SSS needs to calculate it separately, which is causing the issue.
The suggestion is to use a single Skin material, but with a Corona Multi Shader in the Skin color channel, this will feed all the body textures needed.
Please take into consideration the following:
-The Multi Shader needs to be in Material tag index mode.
-Depending on the order the textures are loaded in the shader, you will have to add the same number of material tags to the object (please see the attached image for more explicit description)
This should work when using the selection tags.
I hope this helps.
Please let me know the outcome.
Regards.

I have the same problem but I can't do it like Bnji. I am asking for sample files. I have attached mine with problem too. Thanks for Your help.

2021-12-21, 15:42:19
Reply #7

medwed

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10 hours I tried to fix this problem with no success :(  Anyone have any helpful files? :) Big Thanks.

2021-12-21, 16:32:54
Reply #8

bnji

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Hi,
As I described before, you need to use a single SSS material with a Corona Multi Shader (which will load all the body texture maps)
Set the Corona Multi Shader to work in Material tag Index mode, then simply add this material as indicated in the image of my previous post...
E.g., if the head texture is loaded at Multi Shader index 1, then you need to add the material tag just once to the head geometry, if the body texture is loaded at Multi Shader index 5, then you'll need to add 5 material tags (of the SSS material) to the body geometry.
I'm including a modified version of your file so you can compare it.
Let me know the outcome.
Regards.

2021-12-21, 21:46:30
Reply #9

medwed

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It's perfect, thank You so much for Your time and help.