Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] General Discussion => Topic started by: Ondra on 2014-07-26, 23:28:16

Title: Volumetric/SSS rendering playground
Post by: Ondra on 2014-07-26, 23:28:16
Just a bunch of random renders using the new volumetric rendering ;)
Title: Re: Volumetric/SSS rendering playground
Post by: claudiostacciarini on 2014-07-27, 00:01:01
Nice!!! Long life to Corona!!! :)
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-07-27, 00:08:59
another one, with textured inputs
Title: Re: Volumetric/SSS rendering playground
Post by: Chakib on 2014-07-27, 00:16:13
Beautiful ! I see also the nice render time is very short for such nice results, amazing work guys !
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-07-27, 00:50:52
face sss
Title: Re: Volumetric/SSS rendering playground
Post by: racoonart on 2014-07-27, 00:58:00
Interior fog stuff works quite well too :)
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-27, 01:34:28
I just Got the build can you guys lit me up about SSS use on Corona, and enviroment Fog ? I just saw a single Albedo color, A check box with SSS MODE and A value of "G" from -0,99 to 0,99...

     Is it everything needed ? OR do i have to use the Volume. The Albedo color has a MAP slot besides it but it´s showing a M like already mapped and don´t accept any click. Am i missing something ?
     
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-27, 01:52:36
ops. I guess i got it, i have to use CoronaVolumeMTL, right ? I was trying to use it inside CoronaMTL
Title: Re: Volumetric/SSS rendering playground
Post by: Ludvik Koutny on 2014-07-27, 01:53:01
Ok, someone had to do it :D

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=18561)

I got the model from here: http://www.jonasavrin.com/2011/01/15/free-3d-ir-head-scan-release-smart-hdr-ibl-vray-2-0/ :)
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-07-27, 01:54:01
I've updated the build
Title: Re: Volumetric/SSS rendering playground
Post by: Ludvik Koutny on 2014-07-27, 02:05:28
Oh, and some one could be a hero and finally do that god damn orange juice! :D
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-27, 02:12:56
I tried to use it with blend to have a reflection layer and as soon i plug it to blend node it seems to make the material totally transparent...Or it´s not working this way... Can you share your slate if it works for you guys ?
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-27, 03:34:29
It´s "G" like "Phase" on Vray SSS2 ?

 http://help.chaosgroup.com/vray/help/150SP1/examples_vrayfastsss2.htm
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-27, 04:20:57
I am getting good results with Volume SSS, but can´t get that difuse "refraction" look on the models, they are always looking like "Glass"...strange...
Title: Re: Volumetric/SSS rendering playground
Post by: Chakib on 2014-07-27, 06:21:37
Oh, and some one could be a hero and finally do that god damn orange juice! :D

Testing, it looks a lot better now :D
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-27, 07:19:15
Ok...I don´t know how to use it right, but i am using it. :) Tks Ondra and Corona team ! \o/

    (https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=18574;image)
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-07-27, 10:49:16
Use the scattering inside coronaMtl, it behaves the same as volumemtl and you dont need to use blend.

G is the same as vray phase parameter in the help you linked. Generally there is no reason to change it from defaults except when you are rendering clouds, then you should increase the value to get the silver lining effect - see attachment
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-07-27, 11:43:10
What is the correct workflow to make SSS work in the newest build? I can't figure it out. I was able to enable it in the first build, but now I'm lost.
Title: Re: Volumetric/SSS rendering playground
Post by: Ludvik Koutny on 2014-07-27, 11:46:40
What is the correct workflow to make SSS work in the newest build? I can't figure it out. I was able to enable it in the first build, but now I'm lost.

first set up absorbtion distance and color to define density of your media. Then increase scattering color to something non-black :)
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-07-27, 11:53:21
And I have to increase refraction level, right? Or opacity?
Title: Re: Volumetric/SSS rendering playground
Post by: Ludvik Koutny on 2014-07-27, 11:54:37
And I have to increase refraction level, right? Or opacity?

Oh...  i usually set diffuse to 0, refraction level to 1 and IOR to 1.0, or use VolumeMTL, if i want just pure scattering. Or if you do some scattering in media, like water, then you use water IOR, so 1.333 for example...
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-07-27, 11:56:25
Ok, I was just curious if it works only in combination with refraction. Got it. :)
Title: Re: Volumetric/SSS rendering playground
Post by: pokoy on 2014-07-27, 12:08:21
Really nice to see the progress, congrats!
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-07-27, 12:16:25
Use translucency for SSS media (skin), regular refraction for scattering liquids (juice), and CoronaVolumeMtl or CoronaMtl with black opacity for media without defined border (fog, smoke, clouds)
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-07-27, 13:12:07
woohoo
Title: Re: Volumetric/SSS rendering playground
Post by: racoonart on 2014-07-27, 13:17:50
Use translucency for SSS media (skin), regular refraction for scattering liquids (juice), and CoronaVolumeMtl or CoronaMtl with black opacity for media without defined border (fog, smoke, clouds)

aaaah, wasn't aware I could use translucency too :) That's good to know.
Title: Re: Volumetric/SSS rendering playground
Post by: juang3d on 2014-07-27, 13:28:41
What are those clouds?

It looks AMAZING

Cheers.
Title: Re: Volumetric/SSS rendering playground
Post by: lacilaci on 2014-07-27, 14:36:12
blended skin...
Title: Re: Volumetric/SSS rendering playground
Post by: Javadevil on 2014-07-27, 14:38:27

Great news, Corona keeps on impressing !!

Ondra and Jarda, great team !!
Title: Re: Volumetric/SSS rendering playground
Post by: Tanakov on 2014-07-27, 15:19:33
I have the weirdest boner right now ..

Right now, at this moment Im starting a new saving account to save for corona <3

(Great job, super excited wow.. now do dispersion..)
Title: Re: Volumetric/SSS rendering playground
Post by: racoonart on 2014-07-27, 15:51:31
the most common sss test ever ;)
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-27, 16:49:37
Nice Results Lacilaci !

    When i am using Blend the texture on CoronaMTL layer is toned down, cause the black parts and contrasts are being mixed with SSS... We can see this on the LeePerry´s brows, on the difuse image his brows are black, on blended result the brow are "brown"...

    On the tests i saw with Arnold render the difuse texture looks much  constrated... I will try to map the sss effect using Blend Masks, maybe it´s the way to go.

    I was looking in to Solid Angle site about Skin, but didn´t find so much extra tips...

https://support.solidangle.com/display/mayatut/Guide+to+Rendering+Realistic+Skin
   
    But now i am starting to see how to use SSS within CoronaMTL... So i need to use Refraction and Translucency as any translucent material but adding SSS calculations into account... Hmmm....Tks.
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-27, 16:50:55
   Thanks a lot for the extra info Ondra ! Are you going to add those tips on "ToolTips" ?

Use the scattering inside coronaMtl, it behaves the same as volumemtl and you dont need to use blend.

G is the same as vray phase parameter in the help you linked. Generally there is no reason to change it from defaults except when you are rendering clouds, then you should increase the value to get the silver lining effect - see attachment
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-07-27, 17:55:32
already added ;)
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-27, 18:49:55
OMG, now i get it to work with CoronaMTL, just need to control opacity, refraction, Tranlucency, it´s amazing. :)
Title: Re: Volumetric/SSS rendering playground
Post by: Stan_But on 2014-07-27, 20:22:33
Cool, guys! It's a excellent improving of Corona!

Quote
Use translucency for SSS media (skin), regular refraction for scattering liquids (juice), and CoronaVolumeMtl or CoronaMtl with black opacity for media without defined border (fog, smoke, clouds)

Maybe would be good include this to first post?
Title: Re: Volumetric/SSS rendering playground
Post by: d-3 on 2014-07-27, 20:42:37
Ok First Test! still trying to figure out how this works LOL
Ondra come to Brazil and i will kiss you like a bicth kkkk
https://www.dropbox.com/s/gz877ehk3y43w60/corona_SSS_002.jpg (https://www.dropbox.com/s/gz877ehk3y43w60/corona_SSS_002.jpg)
(https://www.dropbox.com/s/gz877ehk3y43w60/corona_SSS_002.jpg)
Title: Re: Volumetric/SSS rendering playground
Post by: Chakib on 2014-07-27, 21:30:38
This is a test for orange juice i did, there is a weird green tint produced by the juice as you see, I don't know if it's a bug or i did something wrong !


Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-07-27, 21:51:54
this happens sometimes, the UI is not totally intuitive right now. We are trying to find out if it could be improved. You can try setting absorbtion color to gray

also sss mode checkbox currently has no effect
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-07-27, 22:50:33
Here is my orange juice.
Title: Re: Volumetric/SSS rendering playground
Post by: CiroC on 2014-07-27, 23:07:29
Is this available on the Daily builds? I would really really love to try this with vegetation. :D
Title: Re: Volumetric/SSS rendering playground
Post by: Chakib on 2014-07-27, 23:49:05
this happens sometimes, the UI is not totally intuitive right now. We are trying to find out if it could be improved. You can try setting absorbtion color to gray

also sss mode checkbox currently has no effect

I see, I will try the grey color, also i will test my chocolate scene soon i always wanted to test sss on it :D
Title: Re: Volumetric/SSS rendering playground
Post by: arqrenderz on 2014-07-28, 02:10:10
Corona Development is amazing fast!! cant wai to A8 or B1 !!!! are you planning on some typ of manual on the new things?? (sss, ambient fog)  Great to see the users uploading new and awesome stuff :)
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-28, 03:12:59
  Volume fog using CoronaVolumeMTL is awesome, but it seems to be just 4fun/testing at this stage. It seems impossible to cleanup this. (Look the fog around the light source and the bounce of red color re-scattering back on the fog, this is amazing and crazy complex calculations i guess.

(https://dl.dropboxusercontent.com/u/12986234/render/corona_sss_volight.jpg)
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-28, 04:38:58
Maybe my eyes are fooling me, but this SSS thing (Volume) looks that it´s doing and incredible work on refracted light, but it seems that reflected lights (specular) absorption don´t reacts as expected...

    It reflects like an ordinary material not like if its absorbing part of the reflection and scatering those "rays" of light/reflections into/inside the surfaces, making the specs smoother and with an sss look. I don´t know if i am being clear... It´s something subtle to explain...Don´t you guys feels that ? 
Title: Re: Volumetric/SSS rendering playground
Post by: Javadevil on 2014-07-28, 09:19:55

Okay had to do the buddha :)

Damn this SSS is super fast.
Title: Re: Volumetric/SSS rendering playground
Post by: lacilaci on 2014-07-28, 09:40:46

Okay had to do the buddha :)

Damn this SSS is super fast.

looks transparent?.. is this volumemtl?
Title: Re: Volumetric/SSS rendering playground
Post by: Javadevil on 2014-07-28, 09:44:40

Yep just playing with the SSS distance and G.

Another one without transparency
(http://)
Title: Re: Volumetric/SSS rendering playground
Post by: romullus on 2014-07-28, 10:35:37
Yep just playing with the SSS distance and G.

Another one without transparency
Are you sure? I think, i can still see through it ;]
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-07-28, 11:13:08
I think it needs IOR>1.
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-07-28, 12:00:47
the best way to make it completely not see-through is to use translucency instead of refraction
Title: Re: Volumetric/SSS rendering playground
Post by: Javadevil on 2014-07-28, 12:10:35


Theres no refraction, its set to 1.0.

Title: Re: Volumetric/SSS rendering playground
Post by: lacilaci on 2014-07-28, 12:16:35


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...
Title: Re: Volumetric/SSS rendering playground
Post by: Javadevil on 2014-07-28, 12:19:37


Right I'll try that,
I thought the transparency was coming from the marble texture in the SSS slot.
Title: Re: Volumetric/SSS rendering playground
Post by: Polymax on 2014-07-28, 13:21:12
not bad :) thanx Ondra and team!
Title: Re: Volumetric/SSS rendering playground
Post by: hydeman on 2014-07-28, 16:13:12
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
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-28, 17:18:15
    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.
    (https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=18653;image)
Title: Re: Volumetric/SSS rendering playground
Post by: Chakib on 2014-07-28, 17:54:28
Ok like Ondra said i've picked the wrong color in Absrp, now it's good :D

Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-07-28, 18:02:25
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. :)
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-28, 21:06:45
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 ?
Title: Re: Volumetric/SSS rendering playground
Post by: Ludvik Koutny on 2014-07-28, 21:35:43
Yep, exactly. Basically, refraction glossiness defines how much rays scatter when they enter the media. In case of orange juice, they probably won't keep their initial direction entirely, as some orange particles will be very close to the edge of the surface, to scatter the rays when entering. So you can very simply just decrease refraction glossiness :)
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-07-28, 21:45:09
Correct approach here would be to decrease the attenuation distance to make the medium thicker. The transition between juice and glass is still smooth dielectric, there should be no glossiness involved.
Title: Re: Volumetric/SSS rendering playground
Post by: lmikkelb on 2014-07-28, 22:27:13
quick test.
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-28, 22:31:27
   But is this Visually correct ? Or do we need to simulate particles inside the juice to distort/refract the rays ? It doesn't looks correct (visually) to me to not have refraction glossness inside atmosphere. Only if it's a non-liquid atmosphere (Air, gases or smoke looks correct).
    If we just decrease the Attenuation it will not mess with refraction rays direction just it's visibility inside the medium right ?

    Thiker /solid/liquid mediums needs low glossness refraction to look correct (to my eyes)... (Visually, not tecnically).

Correct approach here would be to decrease the attenuation distance to make the medium thicker. The transition between juice and glass is still smooth dielectric, there should be no glossiness involved.
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-07-28, 22:44:00
you can always fake it, but that is not what happens in reality. I would try to match it correctly first.
Title: Re: Volumetric/SSS rendering playground
Post by: Chakib on 2014-07-28, 23:37:09
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 ?

Yes you're right I see that now in another test i did and it's more realistic now ! ;)
Title: Re: Volumetric/SSS rendering playground
Post by: cecofuli on 2014-07-29, 00:41:05
not bad :) thanx Ondra and team!

Polymax, nice render! But can we talk about rendering time? Why is it so high? And the noise is too much IMO.

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=18647;image)
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-29, 00:48:35
  So it's possible to fake it with glossiness Chakib ? I want to see your new results with the juice. ;)
   

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 ?

Yes you're right I see that now in another test i did and it's more realistic now ! ;)
Title: Re: Volumetric/SSS rendering playground
Post by: Chakib on 2014-07-29, 08:01:23
I've reduced the glossiness to the half and this is the result.
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-29, 17:14:08
    Now You've nailed it Chakib ! :) Very nice !

I've reduced the glossiness to the half and this is the result.
Title: Re: Volumetric/SSS rendering playground
Post by: Stan_But on 2014-07-29, 17:30:47
I've reduced the glossiness to the half and this is the result.

and a couple of juice to me, please))
Title: Re: Volumetric/SSS rendering playground
Post by: Polymax on 2014-07-29, 18:45:47
not bad :) thanx Ondra and team!

Polymax, nice render! But can we talk about rendering time? Why is it so high? And the noise is too much IMO.


Thanx! About render time and noise - i don't know maybe refraction glossy give this result...
Yes, if use translucency instead refraction then speed up to 2 and more times. But this effect sss can not be achieved with trans..
Title: Re: Volumetric/SSS rendering playground
Post by: Deivs on 2014-07-30, 06:02:36
first test...
Title: Re: Volumetric/SSS rendering playground
Post by: d-3 on 2014-07-30, 07:01:06
The CORONA Age of Characters has Begin!! :D

Hulk Test! the maps don´t help!

Title: Re: Volumetric/SSS rendering playground
Post by: d-3 on 2014-07-30, 08:19:37
Ok Need some maps to help the SSS i Will try to do this tomorow! But I´m think this Shit are getting Serius!!! :D
Title: Re: Volumetric/SSS rendering playground
Post by: vkiuru on 2014-07-30, 09:36:03
I haven't had my morning coffee yet and am still a bit fuzzy, maybe this has been answered before but can this be used to simulate long distance aerial fog with a box or a gizmo? What would be great.
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-07-30, 10:49:45
yes
Title: Re: Volumetric/SSS rendering playground
Post by: Dimer on 2014-07-30, 17:31:42
Hi!!
My test SSS.
Title: Re: Volumetric/SSS rendering playground
Post by: juang3d on 2014-07-30, 17:47:37
Just a bunch of random renders using the new volumetric rendering ;)

Regarding this first post and the cluod pictures, can this material be applied to a particle simulation so we can achieve a similar look to what the old afterburn plugin was able to achieve?

Cheers.
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-07-30, 21:35:00
I haven't had my morning coffee yet and am still a bit fuzzy, maybe this has been answered before but can this be used to simulate long distance aerial fog with a box or a gizmo? What would be great.

Quote from: Keymaster
yes

But it doesn't work if camera is inside this box/gizmo, right?
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-07-30, 21:54:24
it will when you set that material also as the global volume material ;)
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-07-30, 22:02:54
ooooooooohhhh shiiiiit
Title: Re: Volumetric/SSS rendering playground
Post by: fadlabi on 2014-07-30, 22:08:48
Congrats Corona Team for Volumetric/SSS shader
Waiting for the next build to try.
Title: Re: Volumetric/SSS rendering playground
Post by: vkiuru on 2014-07-31, 09:32:02
yes

Personally this is a very, very wanted feature and I need to try it out as soon as I get done with my current job/project.
Title: Re: Volumetric/SSS rendering playground
Post by: jjaz82 on 2014-07-31, 11:17:06
little test.. for understand how interact all parameters i need more test but.... i love it :D
Title: Re: Volumetric/SSS rendering playground
Post by: racoonart on 2014-07-31, 11:23:40
I don't know why but this actually looks tasty :D Maybe it's a bit too much jelly-bean-ish
Title: Re: Volumetric/SSS rendering playground
Post by: jjaz82 on 2014-07-31, 11:48:42
I don't know why but this actually looks tasty :D Maybe it's a bit too much jelly-bean-ish
hahaha maybe because when I was doing this test I was hungry :D
you are right.. its a speedy test for start understand how sss works.
I must understand all interaction between translucency refraction and the new parameters of sss... :)
Title: Re: Volumetric/SSS rendering playground
Post by: racoonart on 2014-07-31, 12:18:18
Don't get me wrong, I really like the shader ;) Maybe not what you had in mind but I'd keep it :D
Yes, it also took me quite some time to get a feeling for it.. the mix of translucency, refraction, absorption and SSS gives unexpected results at first, but it helps if you try to follow the ray shot at the object in your head and imagine how it is modified by the different parameters.
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-07-31, 15:00:16


  Now, that we have more and more artists getting their hands on SSS Build, don´t you guys feels that FrontScattering and "spec/Reflection" Absorption still looks strange ? I know that´s a Work in Progress code/implementation, but i had this feeling and can´t see no one complaining about it. So i am starting to wonder if it´s something real or just my imagination...

     Testing side by side with Vray SSS2, i can feel the incredible BackScattering effect MUCH more than the fron Scattering. I had to make Blend Materials or tricks to get the specular/reflections to look smoother and better, but in Vray it still looks a bit better on this specific point, the specs has some feeling of absorbtion embed, like the front light gettin into the surface and spreading (I guess this is called front scattering, right) ? Maybe it´s a case of "G" Adjustment. Vray have the default Phase (Aka G, on Corona), not set as ZERO like on Corona. But i don´t know if its a direct relation of those numbers...

     
Title: Re: Volumetric/SSS rendering playground
Post by: jjaz82 on 2014-07-31, 15:43:39
Don't get me wrong, I really like the shader ;) Maybe not what you had in mind but I'd keep it :D
Yes, it also took me quite some time to get a feeling for it.. the mix of translucency, refraction, absorption and SSS gives unexpected results at first, but it helps if you try to follow the ray shot at the object in your head and imagine how it is modified by the different parameters.

thanks for your suggestions, I really appreciate, I'll try to think like you said.
Title: Re: Volumetric/SSS rendering playground
Post by: steyin on 2014-07-31, 16:09:08
Is SSS in daily builds only?
Title: Re: Volumetric/SSS rendering playground
Post by: Deivs on 2014-07-31, 16:59:33
Hi guys,
I did more tests...
Title: Re: Volumetric/SSS rendering playground
Post by: jjaz82 on 2014-07-31, 18:27:48
other test for simulate jade stone
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-07-31, 19:19:40
How did you achieve this look of cracks inside the object? Mapped refraction?

I'm a blender newbie but some time ago I found this:
http://agus3d.blogspot.com/2012/05/blender-cycles-ray-length-node-output.html

There is this Light Path node that, if I'm not mistaken, lets you control what happens to rays that interact with object - for example map the length of rays. Is this possible in Corona? Mappable absorption distance?
Title: Re: Volumetric/SSS rendering playground
Post by: Stan_But on 2014-07-31, 22:48:54
and my try with fog
Title: Re: Volumetric/SSS rendering playground
Post by: jjaz82 on 2014-08-01, 00:09:11
How did you achieve this look of cracks inside the object? Mapped refraction?

I'm a blender newbie but some time ago I found this:
http://agus3d.blogspot.com/2012/05/blender-cycles-ray-length-node-output.html

There is this Light Path node that, if I'm not mistaken, lets you control what happens to rays that interact with object - for example map the length of rays. Is this possible in Corona? Mappable absorption distance?

interesting link.. in my case i simple put a map in translucency refraction and absorption channel.. tomorrow if you want i share the material.
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-08-01, 05:06:46
   Today i was on the web and saw this image...
http://icdn2.digitaltrends.com/image/ifttt-2-625x1000.jpg
 I think... Juice ! Corona SSS. Lets go ! :)  I´ve changed a little bit. But it inspired me. I like the simple scenes too.
   So, i have a Juicy render now, too. ;)

   (https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=18880;image)



     
Title: Re: Volumetric/SSS rendering playground
Post by: Stan_But on 2014-08-01, 08:20:19
and several yet of colored lights)
Title: Re: Volumetric/SSS rendering playground
Post by: jjaz82 on 2014-08-01, 10:15:41
hi Ondra it si possible post this new material in CML site or is premature?
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-08-01, 13:06:17
and my try with fog
Ok... But it's not really volumetrically thinner and thicker, just brighter and darker, right? Or does it mean the same? How did you do this, anyway?
Title: Re: Volumetric/SSS rendering playground
Post by: Stan_But on 2014-08-01, 13:31:38
and my try with fog
Ok... But it's not really volumetrically thinner and thicker, just brighter and darker, right? Or does it mean the same? How did you do this, anyway?

It's a BOX as media for material 'FOG'.
As you had wrote in here earlier with the camera in front of BOX. 'media BOX' with camera in it don't give the same result. Even if to set the same 'FOG material' in the Global volume material.
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-08-01, 14:13:37
It's a BOX as media for material 'FOG'.

media BOX' with camera in it don't give the same result.

What. So it is a box or global volume?
I just wanted to know how you made it appear like there is volumetric noise in it.
Title: Re: Volumetric/SSS rendering playground
Post by: Stan_But on 2014-08-01, 14:48:57
It's a BOX as media for material 'FOG'.

media BOX' with camera in it don't give the same result.

What. So it is a box or global volume?
I just wanted to know how you made it appear like there is volumetric noise in it.

It's a box with a coronamtl tuned as fog. It's not a Global volume.
Noise in the fog - it's a parametric noise as the map of the scattering
Title: Re: Volumetric/SSS rendering playground
Post by: jjaz82 on 2014-08-01, 19:45:27
i upload jade material in CML site..

this is an other test to simulate other jade effect... i start to understand how work sss settings...
Title: Re: Volumetric/SSS rendering playground
Post by: rafpug on 2014-08-02, 13:18:22
Wonderful
slowly will be the number one Corona (but already vers.5 ...)

great professional Ondra and staff!
Title: Re: Volumetric/SSS rendering playground
Post by: Siahpoosh on 2014-08-02, 18:44:47
I am getting good results with Volume SSS, but can´t get that difuse "refraction" look on the models, they are always looking like "Glass"...strange...

it is because your model is not caped , sss need a volume for detecting thickness . see this example :

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=18953;image)
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-08-03, 19:53:53
  Thank you for your valuable Tip vrMan ! Nice example. My problem was not about capped solids, was about the lack of glossiness on refraction. It always made the inner volume looks like Fog, not like a Dense "medium"),using glossiness solved it...  But thanks anyway !
 
    I still think that front scattering looks a bit strange, but i can´t figure out yet if it´s a problem with Shader setup, or the stage of SSS implementation. :) It´s incredible at it´s premiere. :)

I am getting good results with Volume SSS, but can´t get that difuse "refraction" look on the models, they are always looking like "Glass"...strange...

it is because your model is not caped , sss need a volume for detecting thickness . see this example :

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=18953;image)
Title: Re: Volumetric/SSS rendering playground
Post by: Ludvik Koutny on 2014-08-03, 20:17:50
If you could post some photo or reference from other renderer of what you are trying to achieve, i could try to make it and post the scene here :)
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-08-04, 05:10:01
Getting there. Getting there. :)

     A friend made a Zbrush Sketch and i asked him to send me the Zbrush project to me, so i can test SSS with some cool Character. ;) Too bad i don´t have any UVW and any maps, i just put a Spherical map with some speckles, but i like the results ! :) With Glossiness/spec maps, and bumps, a peach pass (fur), it could be very nice ! where´s Corona Fur shader ? :( lol

      (https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=18993;image)
Title: Re: Volumetric/SSS rendering playground
Post by: Tanakov on 2014-08-04, 10:46:31
Im so amazed by how SSS works with corona, its so simple, so good so understandable.

Keymaster will you marry me?
Title: Re: Volumetric/SSS rendering playground
Post by: cecofuli on 2014-08-04, 11:34:19
If we look this (https://forum.corona-renderer.com/index.php/topic,96.0.html) thread, fur is on the 4th position

1: IR
2: Adaptivity
3: Better GI
4: Fur
5: DR

And, IMO, I agree about the previous points order.
Title: Re: Volumetric/SSS rendering playground
Post by: kumodot on 2014-08-04, 15:19:26

    Corona SSS/Volumetric, is a GREAT chance to popularize the engine among a TON of new kind of artists, the creature/Character Artists. IMO Adam and Ondra, had to take care with this area. (Of course they know this). But , Otherwise, i am afraid people will see corona "only" as a great ArchViz tool. Wich is good, but i like a lot when i saw non-archviz stuff on Corona. It spreads and open another world of possibilities with it, but people only will believe if we produce good material to SHOW it´s capabilities on this area.

    Without having any public release with SSS embed is a huge downside for me. A Lot of friends never touched Corona, only because they are waiting for SSS. Mostly of them are producing images that receives FrontPage on Major CGi Portals from time to time, and had a great work using other renderers (Maxwell, Vray, etc)...

 But they are very busy people, never stop, and it´s hard to convince someone to sign a forum, ask for a beta, and wait for aproval, to test something, and then they´ll need more procedures if they wants to put it on a Farm (Activations, etc...) Sometimes the beta activation mail takes some time to come for some.
     So, i think, that even not being such a big issue for anyone, to get a chance to test such great tool, it became an extra obstacle for spreading it easily.

    Every friend i´ve presented the Corona Renderer,has loved it ! But sometimes it takes some time to convince people. Images works better than words, and without a public beta with SSS, we will have less images floating around... So, the beta Form needs to be more acessible and clear. IMO

    This needs to be exposed, more and more,  to push people from their Confort-Vray-Zone...(Vray).

        If you don´t agree with me, take a look around... There´s some few SSS examples over the forum or internet. Corona is an explosive tool, and i think it needs to take over the Cgi Foruns/groups with good images (Like our first big bang, with A4. ;)
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-08-04, 20:02:19
Im so amazed by how SSS works with corona, its so simple, so good so understandable.

Keymaster will you marry me?

It was actually done by Jarda, but I'll tell him you are interested ;)
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-08-04, 20:10:42
I tried the new SSS.

I tried to make skin, since I'm  a character modeler, but it cannot replicate skin properly. It has no front scattering happening, only back scaterring. If I get some front scattering the diffuse map is diluted and you seen throught the thin part of the mesh ,etc.

For skin, there is no way around of a proper skin shader to mimic skin. That SSS is cool for juice, plastic toys etc, it's the equivalent of the translucency in the vray mtl, with the fog etc. but as Vray, it will need a proper skin shader and with an ID pass so that you can have different object that are calculated in the same lightmap and the look continuous, not feeling like 2 totally diffrent mesh.

What I would like to  have as a skin shader would be :

1- first layer to be refractive (and with control over the glossiness parameter too) so we can make it slightly refractive so when the hairs and beards let's say connect throught de skin we feel it fading into the skin.

2- a  3 layers SSS, with layers for the front scattering and one for the back scattering.

3- Also, having the possibility to be able to customise via layering system the skin shader would be.. AWESOME! so if one need 4 layers for the front scattering and 2 for the back scattering, he can customise it for his needs.. etc.. that would stands out from the other renderer and would be very awesome, to be able to stack as many as we want.

4- Also, the best is, using only a diffuse map in a diffuse slot, no need to have a diffuse map for each layer like the old Mr skin shader ( like having a  map lets say for the epidermia more yellowish, then an other one more redish etc.. that'snot good and old school) because what it does is diluting the diffuse color and the details .. and the redish layer is making the whole color more redish... so the best would be a slot where you put you diffuse there  and all the subsequent layer are controlled via flat color and they only affect the different SSS layer color into the shader, it do not affect the diffuse. I don't know if it's clear, if it's not I may try to show exemple.

5- Also, reflection of the skin is super important, so having a reflection layer with a ABC shader that we can adjust the multi reflection pole is a must .

Let me know what you think about that Keymaster :)  If you can do that, you'll have the best skin shader around..
Title: Re: Volumetric/SSS rendering playground
Post by: lmikkelb on 2014-08-05, 01:51:30
planet of the apes Koba Wip, will try to finish this.:D kind of agree with Bigguns idea on multiple scattering levels, same with reflections, but i have no idea how komplicated it would be to implement:D,anyways the sss is cool,super fast ,and i guess its possible to do decent skin with this , will do some more test. thank you!  :D
Title: Re: Volumetric/SSS rendering playground
Post by: Siahpoosh on 2014-08-05, 10:24:12
Here is a layered skin test , blend them in photoshop using screen mode , i used CoronaVolumeMtl for all layers so i cant use texture for them :

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=19085;image)

EDIT , add another Test :

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=19106;image)

i dont understand why i got too much different result between volumetric in CoronaMtl and CoronaVolumeMtl . and another problem is when i set directionality to -0.9 i got very strange sss result and sometime with a lot of greenish .
Title: Re: Volumetric/SSS rendering playground
Post by: Ludvik Koutny on 2014-08-05, 10:32:17
I tried the new SSS.

I tried to make skin, since I'm  a character modeler, but it cannot replicate skin properly. It has no front scattering happening, only back scaterring. If I get some front scattering the diffuse map is diluted and you seen throught the thin part of the mesh ,etc.

For skin, there is no way around of a proper skin shader to mimic skin. That SSS is cool for juice, plastic toys etc, it's the equivalent of the translucency in the vray mtl, with the fog etc. but as Vray, it will need a proper skin shader and with an ID pass so that you can have different object that are calculated in the same lightmap and the look continuous, not feeling like 2 totally diffrent mesh.

What I would like to  have as a skin shader would be :

1- first layer to be refractive (and with control over the glossiness parameter too) so we can make it slightly refractive so when the hairs and beards let's say connect throught de skin we feel it fading into the skin.

2- a  3 layers SSS, with layers for the front scattering and one for the back scattering.

3- Also, having the possibility to be able to customise via layering system the skin shader would be.. AWESOME! so if one need 4 layers for the front scattering and 2 for the back scattering, he can customise it for his needs.. etc.. that would stands out from the other renderer and would be very awesome, to be able to stack as many as we want.

4- Also, the best is, using only a diffuse map in a diffuse slot, no need to have a diffuse map for each layer like the old Mr skin shader ( like having a  map lets say for the epidermia more yellowish, then an other one more redish etc.. that'snot good and old school) because what it does is diluting the diffuse color and the details .. and the redish layer is making the whole color more redish... so the best would be a slot where you put you diffuse there  and all the subsequent layer are controlled via flat color and they only affect the different SSS layer color into the shader, it do not affect the diffuse. I don't know if it's clear, if it's not I may try to show exemple.

5- Also, reflection of the skin is super important, so having a reflection layer with a ABC shader that we can adjust the multi reflection pole is a must .

Let me know what you think about that Keymaster :)  If you can do that, you'll have the best skin shader around..

You are exactly right. SSS component in CoronaMTL is just for stuff like juice, marble, wax, and so on. There will be special dedicated skin shader in future, like other renderers have.
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-08-05, 16:26:16
Great to hear thank's :)  Let me know when you guys have something to play with I would like to try it out and give feedback :)
Title: Re: Volumetric/SSS rendering playground
Post by: marcotomaselli on 2014-08-05, 22:02:27
Hi everybody, sorry if not the right place to ask this, but.. what i need to do to have the BETA with SSS option?

thanks!!!

I´m doing this scene (image attached) and it will be nice to test the sss for teeths and skin. (the model is from fabiomr)

Cya

marcotomaselli.com
Title: Re: Volumetric/SSS rendering playground
Post by: Ludvik Koutny on 2014-08-05, 22:14:25
Here is a layered skin test...

Where can i get that scan from? :)
Title: Re: Volumetric/SSS rendering playground
Post by: Siahpoosh on 2014-08-05, 23:11:53
Here is a layered skin test...

Where can i get that scan from? :)

http://www.ten24.info/?p=1164
Title: Re: Volumetric/SSS rendering playground
Post by: Ludvik Koutny on 2014-08-05, 23:30:48
Yes, thanks... I already found it myself...

I took the scan and tried to utilize current SSS solution as best as i could. No funky multi-layered scattering or reflection, just basic setup and a few minutes of tweaking of maps :)

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=19149)
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=19151;image)
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=19153;image)
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=19155;image)
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=19157;image)
Title: Re: Volumetric/SSS rendering playground
Post by: Ludvik Koutny on 2014-08-06, 21:20:14
Some more fun with Mr. Jellyhead.

I made skin a bit softer...

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=19209;image)
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=19211;image)
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=19213;image)
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=19215;image)
Title: Re: Volumetric/SSS rendering playground
Post by: romullus on 2014-08-06, 21:24:01
Much better, but stil, nowhere near to what those fancy renderers with specialized skin shaders can do :]
Title: Re: Volumetric/SSS rendering playground
Post by: Ludvik Koutny on 2014-08-06, 21:28:43
Much better, but stil, nowhere near to what those fancy renderers with specialized skin shaders can do :]

Yup...  we need to wait for dedicated skin shader :)
Title: Re: Volumetric/SSS rendering playground
Post by: t4si on 2014-08-07, 16:19:08
I was wandering if there is an option to render volume fog from inside of the "fog" object.

If camera is inside of the box with volume material applied there is no volume fog inside of the box. I think I understand why. But is there an option to render volume fog if the cam is inside of the fog object. Or am I missing something??

Attached picture: cam is just outside of the box with volume mat

edit: second picture: inside of "fog" box
Title: Re: Volumetric/SSS rendering playground
Post by: romullus on 2014-08-07, 17:11:44
Assign you fog material as global volume material in enviroment settings. This should help.
Title: Re: Volumetric/SSS rendering playground
Post by: juang3d on 2014-08-07, 19:59:00
Why do you get more Rays/s in the fog version?

Cheers.
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-08-07, 20:11:49
Assign you fog material as global volume material in enviroment settings. This should help.
It would be nice to have a min/max altitude parameter for the global volume. If you assign a fog material, the sky usually turns white.
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-08-08, 00:09:33
Why do you get more Rays/s in the fog version?

Cheers.

because shading the simple volumetrics that corona supports is much faster than shading the potentially complex surfaces. And the scene is also very geometrically complex, so anything that happens far away from the trees is fast
Title: Re: Volumetric/SSS rendering playground
Post by: jjaz82 on 2014-08-08, 12:40:08
test with volumemtl...how can i do to add a map for simulate smoke noise?
Title: Re: Volumetric/SSS rendering playground
Post by: romullus on 2014-08-08, 12:48:54
Assign you fog material as global volume material in enviroment settings. This should help.
It would be nice to have a min/max altitude parameter for the global volume. If you assign a fog material, the sky usually turns white.
I think, you should post this in Feature Request section, as it sounds like useful thing to have.
Title: Re: Volumetric/SSS rendering playground
Post by: Stan_But on 2014-08-08, 14:38:25
test with volumemtl...how can i do to add a map for simulate smoke noise?

https://forum.corona-renderer.com/index.php/topic,4756.msg32798.html#msg32798
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-08-09, 09:29:48
Hi guy's ,

Since I could not get any decent skin result with the corona Mtl and the new added sss compond to it, I gived a go at the  volumetric one.. wich is quite cool :)) I really like that volumetric thing hehe. Cant' wait to be able to use a diffuse map... and especially the skin shader! my god it's gonna be a killer :)

Is it popossible Keymaster to do this for the skin shader : ( I don'T know what you have in mind, it's maybe better :) )

first 2 layers are in volumetric and the third layers  is opaque sss , do you think it could be cool? With a nice ABC reflection  shader, really important :)
I really like the backscattering happening with the  sss volumetric shader... It's really slow to get noise free thought.. probably there is improvement in speed and noise to come :)

By the way here are my test so far trying to emulate skin :)  I'll post more test tomorrow, now I started a big render over night so let's see !

Title: Re: Volumetric/SSS rendering playground
Post by: t4si on 2014-08-09, 11:50:09
Assign you fog material as global volume material in enviroment settings. This should help.

Thanks.

 Didn't even check the enviro settings tab. There used to be only slots for texture maps. But of course its logical to put a new option for volume material there... I should have checked that.

Title: Re: Volumetric/SSS rendering playground
Post by: Siahpoosh on 2014-08-09, 13:13:46
nice results Bigguns
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-08-09, 17:47:19
thank's man

here's a big render overnight

and one this morning



Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-08-09, 18:04:59
ok, I think I will need to remove volume mtl. Although it currently works exactly the same as coronamtl, there is too much placebo effect going on ;)
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-08-09, 18:11:46
What do you mean Keymaster? I don't want you to remove this shader lol
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-08-09, 18:15:11
As I said... currently volume mtl works EXACTLY the same as CoronaMtl with opacity set to 0. Yet people think there is some difference in shading. So it is confusing
Title: Re: Volumetric/SSS rendering playground
Post by: Ludvik Koutny on 2014-08-09, 18:19:12
What Keymaster means is that what's in CoronaMTL is identical to what's in VolumeMTL.

If you want to get identical results to VolumeMTL here are two ways:

1, Set opacity level to 0.0 - this will make sure CoronaMTL will behave and perform same as VolumeMTL

2, Instead of 0 opacity, set refraction level to 1.0, then set IOR to 1.0, and set diffuse level to 0.0. This will perform slightly slower than 0 opacity setup, but parameters like reflection or refraction glossiness will have an effect. Zero opacity will completely ignore diffuse, reflection and refraction.
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-08-09, 18:42:38
You can't put maps in VolumeMtl - it is different. ;)
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-08-09, 18:57:09
ha ok thank's for the infos!

But, you know, how I made this one is with a Vray blend  ( since corona don'T have for now a  Corona blend like Vray..) and I bleded it at 10 % with a corona Mtl to get the reflection.

Not sure if you should remove it, when you will have a corona blend maybe it will be cool to have it as a separate shader instead of the whole corona Mtl, maybe it will be faster since less parameters to check? I don't know you the boss ^^.

I really van't wait you to do the skin shader and hair shader.. I feel it's going to be a killer :)  Are you planning to do a volumetric skin shader like in Lagoa render or a more conventionnal one like arnold or Vray ? Or a better approach then all :)


We need a first refractive layer so we see the fur going through the skin, etc O a;ready tell you, and no one has this for now :) That's why I was thinking maybe making the first 2 layers sss volumetric, but probably there is a better approach to this hehe.

Is it planned that we can use the volume Mtl with textures?

Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-08-09, 19:05:04
interesting tidbit: CoronaMtl, CoronaLightMtl, CoronaVolumeMtl, CoronaShadowCatcherMtl, and CoronaVolumeMtl are all translated into the same material internally... so no, there is no speed bonus for using volume mtl ;). Material parsing is instant process, and the runtime overhead is designed to be minimal when advanced features are disabled.
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-08-09, 19:18:47
ha ok thank's for the info.

I still think you should find a way so we can use a diffuse texture with the volumetric sss, it's really cool and I can see a lot of applications where it can be used, other then  just clouds etc. Again I don't know if it's possible ^^

Here's a link to the volumetric skin shader of Lagoa render : https://www.behance.net/gallery/9661407/Character-Visualization-via-Lagoa
I never tried it but look's cool! It has a different feel from Vray and Arnold etc.

and they have the best hair shader I've seen so far.

Title: Re: Volumetric/SSS rendering playground
Post by: romullus on 2014-08-10, 01:31:47
Finally i found time to play with SSS. At first my reaction was... wtf, how this thing suppose to work?! But after some spent time, things became a little bit clearer.

Here's my first attempt. I wonder, how to simulate bones without putting actual mesh inside skin? I tried to put some cylinders into fingers and results were really good, but i'd like to do it via material, if possible.

Model and textures are from: JokerMartini (http://jokermartini.com)
Title: Re: Volumetric/SSS rendering playground
Post by: jjaz82 on 2014-08-10, 12:00:49
thank you headoff :)
i try to simulate a smoke effect

Title: Re: Volumetric/SSS rendering playground
Post by: Stan_But on 2014-08-10, 21:12:55
thank you headoff :)
i try to simulate a smoke effect
u welcome!)
Good sample of the noised smoke! (;   
Title: Re: Volumetric/SSS rendering playground
Post by: AmSon on 2014-08-11, 09:52:32
Oh, and some one could be a hero and finally do that god damn orange juice! :D

Testing, it looks a lot better now :D

CAN U SHARE THE SETTINGS AND MATERIAL ?THNX
Title: Re: Volumetric/SSS rendering playground
Post by: romullus on 2014-08-11, 17:11:54
More photorealistic attempt. After several hours of playing with parameters and textures, i get half a decent result... in a shaded lighting scenario. But as soon as i introduce direct light, whole skin illusion start falling appart. Somehow shadows from direct light sources looks very wrong.
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-08-11, 20:45:39
My awesome, completely noise- and flicker-free smoke. :)
Title: Re: Volumetric/SSS rendering playground
Post by: Javadevil on 2014-08-13, 10:00:41
My awesome, completely noise- and flicker-free smoke. :)


LOoks like a great start,
whats the big white flickering noise ?
I thought it was the background showing through here and there but not sure.

cheers
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-08-13, 10:32:14
There are holes in geometry and/or overlapping faces because blobmesh with displacement is involved ( :D ).
Title: Re: Volumetric/SSS rendering playground
Post by: juang3d on 2014-08-13, 13:20:13
If final implementation will allow us to render volumes like fumefx or maya fluids (exported as advected particles or inside the maya plugin) this will be awesome!

:D Cheers.
Title: Re: Volumetric/SSS rendering playground
Post by: Siahpoosh on 2014-08-15, 01:24:39
here is an fumefx and corona test :)
Title: Re: Volumetric/SSS rendering playground
Post by: rafpug on 2014-08-15, 01:48:07
My awesome, completely noise- and flicker-free smoke. :)

here is an fumefx and corona test :)


Cool
Title: Re: Volumetric/SSS rendering playground
Post by: Ludvik Koutny on 2014-08-15, 08:33:40
here is an fumefx and corona test :)

How? :O
Title: Re: Volumetric/SSS rendering playground
Post by: romullus on 2014-08-15, 08:44:47
Doesn't look like fumefx, more like regular pflow ;]
Title: Re: Volumetric/SSS rendering playground
Post by: Siahpoosh on 2014-08-15, 11:40:55
you can convert your fume to mesh with frost and krakatoa . and if you have a mesh then you can assign a volume mtl to that .
Title: Re: Volumetric/SSS rendering playground
Post by: pokoy on 2014-08-28, 14:20:37
Finally could test SSS today - works great!
Though it's tough to get through all the possible combinations and how settings relate, but the possibilities are endless.

Great job, once again!
Title: Re: Volumetric/SSS rendering playground
Post by: vkiuru on 2014-09-06, 22:01:58
test with volumemtl...how can i do to add a map for simulate smoke noise?

Any pointers how you achieved such strong volumetrics? I guess it comes down to your environment being pretty dark?

EDIT: Can one make sunset-type of settings with this? I'm trying to wrap my head around the whole concept and it's proving a little difficult :)
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-09-07, 10:15:49
Looks like the SSS effects don't work in newest (02.09.2014) build, am I right?
Title: Re: Volumetric/SSS rendering playground
Post by: Stan_But on 2014-09-07, 13:42:06
Looks like the SSS effects don't work in newest (02.09.2014) build, am I right?

It's not a build for public - just automatically saving of the test versions in these folders like _2013, _2014, _2015 (;
Title: Re: Volumetric/SSS rendering playground
Post by: ecximer on 2014-09-17, 08:09:06
Chakib :)

(http://s7.hostingkartinok.com/uploads/images/2014/09/78f7beb238444f03b5f1c7a014d50b60.jpg)
Title: Re: Volumetric/SSS rendering playground
Post by: paxev on 2014-09-17, 19:16:27
How does CoronaVolumeMtl works? Assigning it to a box with equivalent size to my interior scene doesn't do anything, everything gets black.
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-09-17, 22:45:44
It won't work if you have your camera inside it. Use "global volume mtl" in "environment" section in Corona settings instead.
Title: Re: Volumetric/SSS rendering playground
Post by: paxev on 2014-09-18, 11:26:18
I still get something like fog, but no volume lights.
Title: Re: Volumetric/SSS rendering playground
Post by: Ludvik Koutny on 2014-09-18, 12:09:14
Volumetric scattering is available only in daily builds, not in A7.1 public release.
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-09-18, 18:37:35
here's a new try at creating skin with the new sss , it's getting dark in the wrinkles..


Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-09-18, 20:05:09
such renders always seemed scary to me :)
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-09-19, 17:28:52
Updated the  sss volumetric shader with a blend with other mtl.

 I added the teeths, I will do a more proper shader for the eyebrows (and the eyes of courses...) and I will add the hairs tonight to see how it can look .



Title: Re: Volumetric/SSS rendering playground
Post by: juang3d on 2014-09-19, 20:14:13
The subtle hair in the face is geometry?

Cheers.
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-09-19, 20:30:19
yes all the fur are geometry.
Title: Re: Volumetric/SSS rendering playground
Post by: steyin on 2014-09-19, 21:58:09
Well that eye render is...frightening. Great texturing, but frightening.
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-09-20, 21:09:30
I am hoping you will be able to finish this project soon... we would LOVE to use it as the promo image for the first Corona commercial release!
Title: Re: Volumetric/SSS rendering playground
Post by: Siahpoosh on 2014-09-20, 23:35:03
Great job Bigguns
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-09-21, 09:39:38
Hey thank's guy's.

Keymaster : Sure you can use it once finished, but you know, if you do a skin shader ,I will be able to do much MUCH  better image then that , just to say :)  if it can  motivate you :)  ( I don't know how long it take to program the skin shader, if it take's 2 week's , I think it really worth it to make it now, but if it's taking more like 2 or 3 months I may understand you want to postpone it..)

I will work on it tomorrow and post some more images.

Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-09-21, 10:47:17
I don't see how it could look any better ;) (well maybe ears...)
Title: Re: Volumetric/SSS rendering playground
Post by: andre62 on 2014-09-21, 13:47:24
hello, how can i try volumetric render in corona?  i think great feature may be support openvdb in corona.
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-09-21, 22:56:52
Keymaster :  Actually, it can look a  lot better with a true skin shader, believe me :) I'm the artist, you  the programmor haha :)
There is also some bugs, like everywhere there is wrinkles, it's getting dark in those wrinkles... look odd. ( it seems to be the bump the problems, I'm doing test on it now..i'm not 100 % sure it's that but look like it is)
second thing, the front scattering  would be much better with a true skin shader, we will feel more the deepness of the skin instead of more plastic like now.
Third: there is no prepass ID like in vray skin shader so I cannot make things blend perfectly togheter.
fourth: it's really slow to render compared to a skin shader since it's volumetric thing.
fifth: It's hard to set up to mimic skin since it's not done for that purpose.
six: Backscattering ( in fact all scattering ) would be a lot better with a true skin shader .
seventh: the light do not affect the object like it should be(because it's volumetric thing and not solid I guess..), I had to play with the values to get something closer to normal.

EDIT : also it lack a scatter radius fonction, etc.

I'm doing these tests mostly for you, trying to show you something else then arch and to motivate you to do the skin shader ( even if it don't have a hair shader for the first release , just saying to peoples it will come soon so peoples know it :) ) and do the skin shader, but as  I said, I have no idea the time it take's to implement it.

Edit *  :  delete my quote please lol

I will post some new images tonight :)



Title: Re: Volumetric/SSS rendering playground
Post by: romullus on 2014-09-21, 23:22:58
[..]I'm doing these tests mostly for you, trying to show you something else then arch and to motivate you to do the skin shader [..]
Be careful not to do it too well, or you may reach exact opposite effect :]
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-09-21, 23:29:58
hahaha yeah, but I'm keeping telling to Keymaster that it would look  a LOT better with a true skin shader... so he should be curious and anxious to see how good it could look with that damned skin shader :) haha
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-09-22, 01:20:11
here's a bug that is bothering me, check the dark line in the wrinkles...
 EDIT : well.. corona forum compress so much the image we cnnaot see those dark lines...

Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-09-22, 07:14:50
Here's some mroe render...

We really need a skin shader ( and for the hairs a hair shader, there is no way around ^^) by the way there seems to have  problem when using the opacity with the sss, it give me unpredictable behavior..

and also a render with Vray to compare ^^ ( the last one and for that render it had no facial hairs.. )

Title: Re: Volumetric/SSS rendering playground
Post by: lacilaci on 2014-09-22, 11:03:21
Really nice work with hair.. Do you mind sharing workflow with making those?

I don't like the expression on her face but the last picture turned out pretty good :)
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2014-09-22, 11:09:06
This thread makes me want to learn modelling humans...
Title: Re: Volumetric/SSS rendering playground
Post by: Ludvik Koutny on 2014-09-22, 11:24:32
Dark lines are due to the corona note being able to correctly handle bump with SSS. As for the opacity, opacity does not work with SSS. Media are excluded from opacity, so even  if you have opacity of your material set to 0, you will still have SSS component visible. That's wrong, but for now it's this way.
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-09-22, 15:36:44
Rawalanche :  Ha ok ! good to know! I will stop trying to understand WTF was going on lol.

Lacilaci: thanks man. Hairs are donein hairfarm in 3dsmax using extrusion method.

Maru : Hehe you should it's a lot of fun :)

Keymaster : If you want to use it for promotion, wich would be really cool, as you can see with a true skin shader (and in this case a hair shader ) it can look a lot better (and it would render faster I'm sure..) hope it motivate you to find some time to do it haha :)
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-09-24, 03:01:07
Keymaster, Arnold had to come Back to ask you something, he want to be rendered with a true skin shader he say's otherwise he will need you'r cloths, your boot's and your motorcycle! :)
Also he say's GGX reflection are really cool :)
With some post done in P.S.
Title: Re: Volumetric/SSS rendering playground
Post by: iliyang on 2014-09-25, 17:49:56
Bigguns, could you share this model? I really want to give it a shot too.
Title: Re: Volumetric/SSS rendering playground
Post by: Muadib on 2014-10-15, 19:28:53
love the examples here and looking forward to seeing more.

somebody mentioned openvdb.

@keymaster: is there any possibility corona could support it?

i do have a hard on for volumetric stuff i have to admit.
Title: Re: Volumetric/SSS rendering playground
Post by: yolao on 2014-10-16, 15:53:49
Hi

I wanted to ask if the SSS shown on this thread is the "SSSR – Sub Surface Scattering Revolution" listed in the upcoming features of version 1?

Thanks
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-10-17, 08:39:54
Hi Keymaster, I wondering the same thing as him..  SSSR ? :)
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-10-17, 10:18:02
It is SSS that is fast, easy to set up, works with interactive, and is high quality (there is no faking or precomputation involved)
Title: Re: Volumetric/SSS rendering playground
Post by: Muadib on 2014-10-17, 15:02:15
so i gather volumetrics wont make it into the 1.0?
Title: Re: Volumetric/SSS rendering playground
Post by: pokoy on 2014-10-17, 15:15:51
so i gather volumetrics wont make it into the 1.0?

From what I know SSS is rendered through a volumetrics approach, so volumetrics are included. Both are really nice ;)
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2014-10-17, 16:54:17
yes, volumetrics and SSS are the same thing in Corona
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2014-10-17, 18:41:08
Keymaster, ok, where I can try that ? :)  I can make you a nice character image so you can use it  for promotion   :) .  A character without hairs, or with a hat haha. And if it's not good enought for doing realistic skin (since it's probably not a skin shader) I will start next week a Teenage Mutant Ninja Turtle project on the concept of one of my friend, it will look great! I think I could use that sssr shader effieciently on a turtle skin I'm quite sure :)

You don't want Corona to fall into, an other arch viz renderer I'm sure, so having at least one nice character for the lunch of Corona would be very good and would tell  to peoples look , it's going to be a full production renderer :) 

And I will test it in and out that sssr and push it to the limit :)  I loveeee SSS lol.

Title: Re: Volumetric/SSS rendering playground
Post by: Stan_But on 2015-01-01, 19:15:37
It must be so?((
global volume affects to all materials with active absorbtion&scattering
Title: Re: Volumetric/SSS rendering playground
Post by: pokoy on 2015-01-01, 19:31:44
Looks like there'a problem with volumetric material within other volumetrics. Hope that's not a general limitation and can be resolved.
I don't know if it's the same issue but raytracers have similar limitations.
Title: Re: Volumetric/SSS rendering playground
Post by: Stan_But on 2015-01-03, 16:44:17
test sss&fog
looks like fog linked with AA
Title: Re: Volumetric/SSS rendering playground
Post by: lmikkelb on 2015-01-06, 16:27:57
Mixed scattering, depth and diffuse with tiny noise. 
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2015-01-07, 14:09:23
We would like to put one SSS render on our new site... Does anyone have any finished render (with eyes) we could use?
Title: Re: Volumetric/SSS rendering playground
Post by: borisquezadaa on 2015-01-07, 15:52:57
I think bigguns has been requested that from a time now... maybe he could help.
New site?... ready yet?
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2015-01-08, 00:18:16
Yes Keymaster, give me that SSSR so I can make you a nice render :) I have many  character I can use it on , let me know .
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2015-01-08, 11:02:27
do you have daily builds?
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2015-01-08, 12:43:43
Yes I have the daily builds I guess I'm on the beta testing team. But now with the new license I cannot make it to work.. it's telling me my pc is missing a program or somethin, maybe I can email you the error...


Tell me : Is theSSSR the same as Volumetric SSS or it's an other shader?
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2015-01-08, 13:21:27
yes, it is already implemented, there wont be anything new until 1.0. A skin shader will be added later.
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2015-01-09, 04:19:28
ok so it's the volumetric SSS nothing new? Can't get something really cool with that for character, bump is not working properly on it ,etc . I think it's better to wait and have a proper skin shader and do some nice render to show it when it will be available then having some average skin render right now.

I'm getting this error while trying to install the latest daily build any idea ? missing  MSVCP120.dll

Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2015-01-09, 06:06:32
Ok.. I figured out the problem, it's installed but now it ask for wich type of license, what I do as a beta tester?
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2015-01-09, 10:02:25
Ok.. I figured out the problem, it's installed but now it ask for wich type of license, what I do as a beta tester?
https://coronarenderer.freshdesk.com/solution/articles/5000529816-using-pre-1-0-daily-builds
Title: Re: Volumetric/SSS rendering playground
Post by: borisquezadaa on 2015-01-18, 06:52:15
Playing with fire using volumetric mtl.

Title: Re: Volumetric/SSS rendering playground
Post by: bakz on 2015-02-27, 20:28:29
Just a bunch of random renders using the new volumetric rendering ;)

Please tell me what is this cloud model? I really need it! Where it is possible to buy or purchase a lesson on the creation of such clouds? Thank you very much!
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2015-02-27, 20:34:52
https://coronarenderer.freshdesk.com/support/solutions/articles/5000534910
:)
Title: Re: Volumetric/SSS rendering playground
Post by: bakz on 2015-02-28, 19:41:21
https://coronarenderer.freshdesk.com/support/solutions/articles/5000534910
:)

Thank you very much! It really helped :)
This lesson was very useful to me!

I am sorry for offtopic and my terrible English!
I got to do physically faithful and like a cloud of material. But I could not reach the same realistic forms. I am an artist and I use to check the Corona render realistic light and shadow in my paintings.
I tried for a long time on the advice of Keymaster customize the noise and displace, but nothing like this picture I did not succeed.
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4756.0;attach=18523;image)

Please help if you can get a scene which was rendering this picture, I would like to get it for the analysis settings. This would fall rewarding experience for me! In the paintings of light in the clouds and their form is a very important parameter in achieving photorealism.

If it is a commercial stage, I am ready to buy it.

Here are my results:
(http://bakzzz.ru/Cloud.jpg)
(http://bakzzz.ru/Cloud_01.jpg)

I use these skills for drawing pictures like this, but more realistic.
(http://bakzzz.ru/clouds.jpg)
Title: Re: Volumetric/SSS rendering playground
Post by: nehale on 2015-03-01, 18:52:02
is there a way currently to control global fog height?
Title: Re: Volumetric/SSS rendering playground
Post by: Ondra on 2015-03-01, 19:26:07
no (unless you model it ;)) - we currently have only homogenous media implemented. Heterogenous one, such as layered fog or smoke, are planned
Title: Re: Volumetric/SSS rendering playground
Post by: borisquezadaa on 2015-03-02, 18:19:05
Here is my try to model a cloud. I have a very "unortodox" way of modelling this stuff. XD.
A small scene using cloud material from link above.
Hope it helps.
Another image just scattering the first cloud and changing some colors.
Title: Re: Volumetric/SSS rendering playground
Post by: Bigguns on 2015-03-05, 13:55:45
Hi guy's, an other test at skin rendering, this head is not from me it's a model from Pierre-Marie Albert.

Title: Re: Volumetric/SSS rendering playground
Post by: borisquezadaa on 2015-03-05, 15:41:24
Nice... it is possible with corona to create 2 renders one like that and one as subdermal and screen compose? It seriously lacks subdermal to be awesome.
Title: Re: Volumetric/SSS rendering playground
Post by: mike_kennedy on 2015-03-06, 16:08:24
Bigguns, is that head available for purchase from Pierre-Marie Albert?
Title: Re: Volumetric/SSS rendering playground
Post by: melviso on 2015-03-14, 22:19:39
Nice work, romullus. Care to share a screengrab of ur material settings? I can't get anything decent looking.
Title: Re: Volumetric/SSS rendering playground
Post by: romullus on 2015-03-14, 22:25:08
?! You must be confusing something :]
Title: Re: Volumetric/SSS rendering playground
Post by: danielmn on 2015-06-02, 16:28:32
here is some work, I have done from the digital human project and emily v2
I am using the shader pipeline they have set out but hitting a snagg as they are using blending shader models blinns, phongs, lambert, normal SSS to finish their results. I would call this 50% there.  The big thing is I need to 2 different ior and gloss values for my spec to be split out and then added together.

the eyes are one proxy geo and texture no correct at all.
Title: Re: Volumetric/SSS rendering playground
Post by: danielmn on 2015-06-04, 06:03:28
another update
Title: Re: Volumetric/SSS rendering playground
Post by: bograt on 2015-06-18, 13:23:13
Has anyone else had problems like this? (http://i1372.photobucket.com/albums/ag359/julesmalcomson/DARK_EDGE_128_002_zpsli68k5as.jpg) (http://s1372.photobucket.com/user/julesmalcomson/media/DARK_EDGE_128_002_zpsli68k5as.jpg.html)
some Metals also seem to also have a wierd dark edge but presumably for different reasons. I cant seem to get rid of it unless I make the attenuation colour very dark.
Thanks

Jules
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2015-06-18, 13:28:11
Could you be more specific? What "problem" do you mean? The dark edges? Can you show material setup? Did you use some kind of smoothing for the geometry or is it just a standard newly created Box?
Title: Re: Volumetric/SSS rendering playground
Post by: bograt on 2015-06-18, 14:39:41
Sorry. Yes I mean the dark outer edges. In all of my tests I have not been able to get rid of this.
This material has 2mm attenuation, 128 gray attenuation color and 128 gray scattering color. The box is just a newly generated box, the other geometry was re-smoothed using 'auto-smooth'
This effect remains even when the corners have been chamfered, it seems like the problem is consistent with sharp corners in general
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2015-06-18, 14:50:58
I am getting completely different results. Is this 3ds or C4D? Can you show material setup screenshot or post your scene in max15 or older format?
Title: Re: Volumetric/SSS rendering playground
Post by: Alessandro on 2015-06-18, 15:48:08
I am getting completely different results. Is this 3ds or C4D? Can you show material setup screenshot or post your scene in max15 or older format?

+1, max 2015 corona 1.01, it runs correctly
Title: Re: Volumetric/SSS rendering playground
Post by: bograt on 2015-06-18, 16:14:48
All render settings default, Corona version: 1.01.00 3dsMax 2015
(http://i1372.photobucket.com/albums/ag359/julesmalcomson/DARK_EDGES_128-128_zpsy7acohsy.jpg) (http://s1372.photobucket.com/user/julesmalcomson/media/DARK_EDGES_128-128_zpsy7acohsy.jpg.html)
(http://i1372.photobucket.com/albums/ag359/julesmalcomson/MATERIAL_EXAMPLE_zpsoudxisnb.jpg) (http://s1372.photobucket.com/user/julesmalcomson/media/MATERIAL_EXAMPLE_zpsoudxisnb.jpg.html)
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2015-06-18, 16:32:25
Pff, easy. :) Internal reflections. Either set reflectivity to 1 or refraction glossiness to 1 to get rid of this. You can see this even when scattering/absorption is disabled.

btw, either this is not Corona 1.1 or this scene was made with an older version - 1.1 does not have the "legacy A7" checkbox. Check your version in system > about Corona.
Title: Re: Volumetric/SSS rendering playground
Post by: bograt on 2015-06-18, 16:32:36
One more: (http://i1372.photobucket.com/albums/ag359/julesmalcomson/SIMPLE_BOX_zpszxbnshqd.jpg) (http://s1372.photobucket.com/user/julesmalcomson/media/SIMPLE_BOX_zpszxbnshqd.jpg.html)
Render settings default, standard cube 40x40x40mm, white scene environment, same material as before.
I cant help but feeling it is down to the fact that there is no coefficient parameter. when I remove the scattering effect the cube renders pure black because of the very shallow attenuation.
Title: Re: Volumetric/SSS rendering playground
Post by: bograt on 2015-06-18, 16:43:33
With receptivity as one it is much better I must admit: (http://i1372.photobucket.com/albums/ag359/julesmalcomson/DARK_EDGES_UPDATE_001_zps82vyid3n.jpg) (http://s1372.photobucket.com/user/julesmalcomson/media/DARK_EDGES_UPDATE_001_zps82vyid3n.jpg.html)
When I posted material snip I was using version 1.00.02.
I have always used Maxwell render for sss so these artifacts are new to me. Thanks for the help!
Title: Re: Volumetric/SSS rendering playground
Post by: maru on 2015-06-18, 16:44:42
Depending on what "real life" material you are trying to mimic, you could also use translucency for this.