Search found 137 matches

by MetinSeven
Tue Nov 03, 2020 7:03 pm
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 23696

Re: Sub-Surface Scattering

Sharlybg wrote: Tue Nov 03, 2020 6:13 pm Can you just make a simpe scene of your Cycles SSS applied to luxball so that we can just convert it to Lux for you ? :idea:
There's no special node setup. Here's how the SSS material looks in Cycles:
Cycles SSS.png
Thanks in advance if you want to give it a try.
by MetinSeven
Tue Nov 03, 2020 3:47 pm
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 23696

Re: Sub-Surface Scattering

:) Yeah, but I love the gradually diminishing, glowy light as surface depth progresses in Cycles. I tried all advice I've read and viewed, and just don't succeed in achieving that effect in Luxcore. Either the whole surface gets lighter or light doesn't penetrate a surface enough. But I've sent my s...
by MetinSeven
Tue Nov 03, 2020 2:35 pm
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 23696

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.
by MetinSeven
Tue Nov 03, 2020 11:45 am
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 23696

Re: Sub-Surface Scattering

I've tried just about everything, but I'm happy to send the scene to you in a PM.
by MetinSeven
Tue Nov 03, 2020 11:06 am
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 23696

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...
by MetinSeven
Tue Nov 03, 2020 10:05 am
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 23696

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...
by MetinSeven
Tue Nov 03, 2020 10:04 am
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 23696

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.
Happy Halloween by Metin Seven - LuxcoreRender 05.jpg
by MetinSeven
Tue Nov 03, 2020 9:37 am
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 23696

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...
by MetinSeven
Tue Nov 03, 2020 9:21 am
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 23696

Re: Sub-Surface Scattering

But I seem to remember one of the Luxcore devs confirming my question if Luxcore uses Random Walk SSS.
by MetinSeven
Tue Nov 03, 2020 9:15 am
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 23696

Re: Sub-Surface Scattering

Slightly closer again, using a Heterogeneous Volume now, and turned down Glossy Translucent material transparency a bit further...
Happy Halloween by Metin Seven - LuxcoreRender newest.jpg
Nodes:
SSS shader node setup newest.png