Author Topic: SubSurface  (Read 8972 times)

2013-01-24, 10:48:40

lacilaci

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Just playing with standard shader to fake skin sss behavior...

2013-01-24, 11:10:02
Reply #1

Ludvik Koutny

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Nice. It is usually a good practice to model some simple proxy object of skull inside the head, so light does not pass directly through...

Easiest way would probably be to duplicate head mesh, delete ears geometry, scale it down a little and put opaque bright gray (bone color) material on it ;)

2013-01-24, 11:56:11
Reply #2

lacilaci

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I know, but with epidermal subdermal and backscattering layers you could get it working well even without internals...(well for showcasing some models and stills, maybe simple animations etc..)

2013-01-24, 12:06:54
Reply #3

lacilaci

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Here's a thought... I don't know what "key" is planning to do about some fastskin shader in future. But it might be nice to have it inside standard material. So you would have a standard simple sss function switchable to layered one for skin shading with ability to mix it with default material diffuse and reflections etc...

You know.. even the best mental ray skin shaders are actually mix of mia_x and fastskin which allows to blend a solid look of standard material with scattering functions...

This way you would have an uber material for all purposes... Just a thought...

2013-01-24, 13:20:08
Reply #4

lacilaci

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some additional skin stuff :D

2013-01-31, 03:18:09
Reply #5

Javadevil

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I'd like to see a fake SSS like this Blender/cycles one that adjusts the ray length of the translucency.
Its a quick and cheap way that doesn't take to much to processing power.

http://agus3d.blogspot.com.au/2012/05/blender-cycles-ray-length-node-output.html

Since we are talking shaders I'd also like to see a 0-90 degree lobe added instead of faking it with diffuse falloff maps.
Something like Theas custom curve.
http://www.thearender.com/forum/viewtopic.php?f=17&t=2829&sid=a4d5bafdec1accc35b65b43dde988408

cheers

2014-04-16, 01:36:42
Reply #6

ikercito

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Hey Lacilaci, that fake SSS looks great! Since we still don't have the chance to use real SSS in Corona, could you share some info on how you did it?

Thanks in advance, and keep up the good work. :)

2014-04-16, 03:16:30
Reply #7

Alex Abarca

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I would like to see too. It looks great by the way.

2014-05-04, 00:02:03
Reply #8

hemrie

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Great stuff!

2014-05-04, 01:11:22
Reply #9

Ondra

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Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2018-04-18, 22:29:40
Reply #10

Eddoron

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Sry for bringing up the topic but I have a question that wasn't fulfillingly answered yet.

First, just to be on the same level...I assume the scattering shown and talked about here is the normal SSS function, not the Volume Scattering, right?

If so, do bone meshes work? The only mode I have noticed them was in the volume scattering, the SSS and Skin shader didn't seem to be affected at all.

2018-04-19, 16:20:02
Reply #11

maru

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These posts are from 2014, so it must be volumetric scattering or just translucency.
The "SSS" mode was added in Corona 1.7 in 2017.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us