I have been trying to achieve some kind of sss feel with glossy translucent and volumes. I looked at the example in the wiki, but am unable to achieve same or even similar result.
The only way I have gotten any subsurface look is by lowering the opacity of translucent materials. Does anyone have any setup or method for achieving good looking sss?
Also would it be possible to have volumes as separate aov?
Doing proper SSS
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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.
Re: Doing proper SSS
If my memory serves me correct, the reflection color has to be close to black (dark gray), then the glossy translucent is more translucent and gives the look what volume have you set up for it.
Re: Doing proper SSS
Seems like mix with rough glass can have more translucency.
- Egert_Kanep
- Posts: 237
- Joined: Tue Mar 13, 2018 10:34 am
Re: Doing proper SSS
I basically copied wiki settings but result is very different
https://wiki.luxcorerender.org/Subsurface_Scattering
https://wiki.luxcorerender.org/Subsurface_Scattering
- Egert_Kanep
- Posts: 237
- Joined: Tue Mar 13, 2018 10:34 am
Re: Doing proper SSS
I used matte translucent for this test. Does this look correct?
- Egert_Kanep
- Posts: 237
- Joined: Tue Mar 13, 2018 10:34 am
Re: Doing proper SSS
some more experiments with sss. This time I tried to use color at depth node as scatter color parameter for volume. This way I can have variable volume ''density'' in the mesh
Re: Doing proper SSS
Nope, it doesn't.Egert_Kanep wrote: ↑Mon Dec 23, 2019 4:10 pm I used matte translucent for this test. Does this look correct?
I am just trying the same – make at least moderately correct looking human skin, but it seems current materials with volumes attached just don't make any sense. If they are physically based, I want to know on what physics.
CPU Bidir + Metropolis | Core i5-4570