General discussion about Indigo Materials - material requests, material developement, feedback, etc..
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Eneen
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by Eneen » Sat May 28, 2016 9:35 am

Is it possible to achieve something like that with single plane geometry with Indigo? In Maxwell (picture from maxwell forum) there is asymmetry setting in material for both sss and thin-sss, here I can't find it in diffuse transmitter.
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Oscar J

- Posts: 2204
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- Location: Gothenburg, Sweden
- 3D Software: Blender
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by Oscar J » Sat May 28, 2016 9:48 am
What you're looking for here is either a double sided thin (which doesn't need thickness and has the asymmetry settings you're mentioning), or a glossy transparent material (which needs a volume).
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Eneen
- Posts: 169
- Joined: Thu Jan 21, 2016 9:32 am
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by Eneen » Sun May 29, 2016 5:43 am
Thanks Oscar,
I'm not sure where I can find asymmetry option in double sided thin parameters, I can't see it in neither blendigo nor indigo UI... Do I have to edit IGM directly?
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Oscar J

- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
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by Oscar J » Sun May 29, 2016 5:53 am
I must have misunderstood you. DST material allows for asymmetric reflection fraction, roughness, fresnel scale and base material on either side of the surface. What do you mean by an asymmetry option?
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CTZn
- Posts: 7240
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- Location: Paris, France
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by CTZn » Thu Jun 02, 2016 1:34 am
Others would know better but he may be referring to the phase function approximation setting. Non-diffuse transmitters have long been proposed since DT's out (think Phong transmitter, with lobe control).
obsolete asset
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burnin
- Posts: 152
- Joined: Tue May 04, 2010 2:53 pm
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by burnin » Thu Jul 07, 2016 3:34 am
well Lukas has implemented
Smith model (multiscatter GGX) into Cycles running on GPU (CUDA here, not tested on OCL, but should work)... it looks and feels amazingly real

smthng that goes well with Indigo philosophy and principal

- Multiscattered Glass BSDF on Cycles
It introduces small amount of extra noise, but takes away much more time for tedious engineering with shaders - trial and erros... rrrr

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