Search found 125 matches
- Tue Nov 03, 2020 2:35 pm
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 6419
Re: Sub-Surface Scattering
Thanks, I know the video. Good tips, but despite that knowledge I can't get Luxcore SSS to behave as Cycles Random Walk SSS.
- Tue Nov 03, 2020 11:45 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 6419
Re: Sub-Surface Scattering
I've tried just about everything, but I'm happy to send the scene to you in a PM.
- Tue Nov 03, 2020 11:06 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 6419
Re: Sub-Surface Scattering
OK, tried to match the advice in the Luxcore Wiki SSS page some more, but when I leave both the Glossy Translucent material's Transmission color and the Volume's Scattering value white, colors become very faint, and the bump map starts looking like artifacts: Happy Halloween by Metin Seven - Luxcore...
- Tue Nov 03, 2020 10:05 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 6419
Re: Sub-Surface Scattering
Have you read this? https://wiki.luxcorerender.org/Subsurface_Scattering It explains some of the fundamental principles of using SSS in LuxCore. I used Random Walk SSS in Cycles, which is the same algorithm as LuxCore uses, unless I'm mistaking. This is correct. Slightly closer again, using a Heter...
- Tue Nov 03, 2020 10:04 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 6419
Re: Sub-Surface Scattering
OK, adjusted the light strength of both the HDRI environment as well as the direct lights to get more light energy going and match the Cycles scene more.
It looks a bit brighter now, but still not the nice light falloff inside the volumes.
It looks a bit brighter now, but still not the nice light falloff inside the volumes.
- Tue Nov 03, 2020 9:37 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 6419
Re: Sub-Surface Scattering
I'm using the same HDRI with the same orientation. Luxcore's diffuse shader gives a very different result on the background, hence the visible difference. But if you focus on the pumpkin you see similar brightness. Nonetheless, I'll change some light settings to see if that really changes the SSS ef...
- Tue Nov 03, 2020 9:21 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 6419
Re: Sub-Surface Scattering
But I seem to remember one of the Luxcore devs confirming my question if Luxcore uses Random Walk SSS.
- Tue Nov 03, 2020 9:15 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 6419
Re: Sub-Surface Scattering
Slightly closer again, using a Heterogeneous Volume now, and turned down Glossy Translucent material transparency a bit further...
Nodes:
- Tue Nov 03, 2020 7:59 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 6419
Re: Sub-Surface Scattering
Another slight improvement. Turned on Multiscattering in the new node setup.
New rendering: Node setup for the soft yellow material:
New rendering: Node setup for the soft yellow material:
- Tue Nov 03, 2020 7:35 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 6419
Re: Sub-Surface Scattering
Experimented some more.
I managed to get a bit more visible SSS light falloff inside the pumpkin, but still not the glowy liquid SSS of Cycles.
New Luxcore rendering: New node setup for the soft yellow parts:
I managed to get a bit more visible SSS light falloff inside the pumpkin, but still not the glowy liquid SSS of Cycles.
New Luxcore rendering: New node setup for the soft yellow parts: