There's no special node setup. Here's how the SSS material looks in Cycles: Thanks in advance if you want to give it a try.
Sub-Surface Scattering
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
- MetinSeven
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Re: Sub-Surface Scattering
visualizer • illustrator • animator • 3D designer — metinseven.nl
Re: Sub-Surface Scattering
I have created a simple testscene.
In Cycles, the SSS is done with a principled (aka disney) shader.
I am not totally sure how to translate Cycles subsurface radius to LuxCore terms, so I just eyeballed the following and it seems to match:
Note also that the path depth is important. Below a depth of 14, you can see visible darkening in the volume. I set the depth to 16 for all ray types in LuxCore.
In Cycles, the SSS is done with a principled (aka disney) shader.
- Subsurface is set to 1.
- Subsurface Radius is (1, 1, 1).
- Subsurface color is red.
I am not totally sure how to translate Cycles subsurface radius to LuxCore terms, so I just eyeballed the following and it seems to match:
- Material null (so I can concentrate on the volume only first).
- Homogeneous volume.
- Multiscattering enabled (can't match Cycles otherwise, the volume stays too dark).
- Absorption color set to the same red as Cycles.
- Absorption depth is the max. thickness of the cube, 0.8 m.
- Scattering color white.
- Scattering scale 10.06.
Note also that the path depth is important. Below a depth of 14, you can see visible darkening in the volume. I set the depth to 16 for all ray types in LuxCore.
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- sss_test2.blend
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- MetinSeven
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Re: Sub-Surface Scattering
Thanks a lot, B.Y.O.B., much appreciated!
I will have a thorough look at your scene tomorrow morning.
Yeah, the SSS Radius is an RGB value. I often plug the color in that slot as well, to emphasize the SSS color, as the RGB node has a three-fold vector output corresponding to the SSS Radius RGB channels.
I will have a thorough look at your scene tomorrow morning.
Yeah, the SSS Radius is an RGB value. I often plug the color in that slot as well, to emphasize the SSS color, as the RGB node has a three-fold vector output corresponding to the SSS Radius RGB channels.
visualizer • illustrator • animator • 3D designer — metinseven.nl
Re: Sub-Surface Scattering
Ok i've done my test here is what i have :
LUX
Cycles
Blend
LUX
Cycles
Blend
Re: Sub-Surface Scattering
Everything is correct. Great example, Sharlybg!
Luxcore has absolutely amazing volumes.
Need to retrain with Cycles.
Oh!
And how long ago was the ability to use volume nodes in material nodes added?
Luxcore has absolutely amazing volumes.
Need to retrain with Cycles.
Oh!
And how long ago was the ability to use volume nodes in material nodes added?
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- MetinSeven
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Re: Sub-Surface Scattering
Hi guys,
Tried the SSS example scenes, many thanks, BYOB and Sharlybg!
The scenes gave me some valuable new insights into Luxcore SSS.
Sharlybg, I'm curious why you used an Invert node in your SSS setup: Does the Scattering color absorb that color inside the volume, in stead of scattering it?
Also, a smart move to lighten the Material Output Shadow Color. That's one thing I forgot to try.
BYOB, would it maybe be a good idea to insert an energy multiplier in the volume node, to emphasize the SSS effect? And/or maybe implement an additive mode, so there will be brightening instead of darkening inside a volume?
Tried the SSS example scenes, many thanks, BYOB and Sharlybg!
The scenes gave me some valuable new insights into Luxcore SSS.
Sharlybg, I'm curious why you used an Invert node in your SSS setup: Does the Scattering color absorb that color inside the volume, in stead of scattering it?
Also, a smart move to lighten the Material Output Shadow Color. That's one thing I forgot to try.
BYOB, would it maybe be a good idea to insert an energy multiplier in the volume node, to emphasize the SSS effect? And/or maybe implement an additive mode, so there will be brightening instead of darkening inside a volume?
visualizer • illustrator • animator • 3D designer — metinseven.nl
Re: Sub-Surface Scattering
If I'm understanding what you are asking, it would break the energy conservation principle (i.e. creating light from nowhere) so it is not possible.MetinSeven wrote: ↑Wed Nov 04, 2020 10:34 am BYOB, would it maybe be a good idea to insert an energy multiplier in the volume node, to emphasize the SSS effect? And/or maybe implement an additive mode, so there will be brightening instead of darkening inside a volume?
Re: Sub-Surface Scattering
Note: you may be able to obtain the same result by using volume emission.Dade wrote: ↑Wed Nov 04, 2020 2:34 pmIf I'm understanding what you are asking, it would break the energy conservation principle (i.e. creating light from nowhere) so it is not possible.MetinSeven wrote: ↑Wed Nov 04, 2020 10:34 am BYOB, would it maybe be a good idea to insert an energy multiplier in the volume node, to emphasize the SSS effect? And/or maybe implement an additive mode, so there will be brightening instead of darkening inside a volume?
- MetinSeven
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Re: Sub-Surface Scattering
I was thinking: how come in real life certain materials have a certain light, almost glowing SSS, as if the light is perfectly scattered inside the volume without the surface or volume significantly decreasing the light strength. As BYOB mentioned, using a Glossy Translucent material darkens the SSS. Isn't there a scientifically viable way to retain light strength inside a volume in a more effective, but still physically correct way, like some real-life plastics seem to almost emit light due to SSS?Dade wrote: ↑Wed Nov 04, 2020 2:34 pmIf I'm understanding what you are asking, it would break the energy conservation principle (i.e. creating light from nowhere) so it is not possible.MetinSeven wrote: ↑Wed Nov 04, 2020 10:34 am BYOB, would it maybe be a good idea to insert an energy multiplier in the volume node, to emphasize the SSS effect? And/or maybe implement an additive mode, so there will be brightening instead of darkening inside a volume?
I'll try volume emission, thanks for the tip.
visualizer • illustrator • animator • 3D designer — metinseven.nl
- MetinSeven
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Re: Sub-Surface Scattering
One more thing: I'd love to see a color input slot in the Material Shadow Color:
Thanks.
Thanks.
visualizer • illustrator • animator • 3D designer — metinseven.nl