Another SSS Test

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Isigrim
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Another SSS Test

Post by Isigrim » Wed Feb 14, 2007 9:08 am

SSS is such a great feature, yet, i think, hard to handle.
i tried around to achieve skin quality by hand. i am not too far, but getting closer.
somehow the dermis and epidermis stuff didn´t work too good for me.

i know that taking the model of a mummy is not the most adequate thing for sss, but that was what i had ready for testing. the model was done in blender. i will rework the teeth, once i have the skin shaders correct.

i wanted to see the pure sss, without any shininess and stuff. i will post my progress, if anyone is interrested.
looking at the ear to the right shows, that everything is quite transparent at the moment.

Image

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manitwo
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Post by manitwo » Wed Feb 14, 2007 9:35 am

:shock: wow ! ... would you mind sharing your xml-material?

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zsouthboy
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Post by zsouthboy » Wed Feb 14, 2007 3:06 pm

The material looks so perfect I could touch it.

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OnoSendai
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Post by OnoSendai » Wed Feb 14, 2007 3:58 pm

That dude is real ugly :)

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afecelis
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Post by afecelis » Wed Feb 14, 2007 4:20 pm

I second Manitwo!!! plz plz, xml material! ;)

I second ONO, that guy scares the shit outta me! :shock:
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Isigrim
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Post by Isigrim » Wed Feb 14, 2007 4:46 pm

sure, thanks for the replies.
It´s pretty simple though, main thing is the ior = 1.

Code: Select all

<medium>
	<name>scatter</name>
		
		<basic>
			<ior>1</ior>
			<cauchy_b_coeff>0.0</cauchy_b_coeff>
			<absorption_coefficient_spectrum>
				<rgb>
					<rgb>6 36 50</rgb>
				</rgb>
			</absorption_coefficient_spectrum>
			
			<subsurface_scattering>
				<scattering_coefficient_spectrum>
					<uniform>
						<value>30</value>
					</uniform>
				</scattering_coefficient_spectrum>
				
				<phase_function>
					<uniform/>
				</phase_function>
			</subsurface_scattering>
		</basic>
</medium>
    
<material>
		<name>skin_test</name>

		<specular>
         		<transparent>true</transparent> 
         		<internal_medium_name>scatter</internal_medium_name> 
      		</specular>
</material>

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domparis
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Post by domparis » Wed Feb 14, 2007 5:12 pm

Cool head !!
Do u plan to texture it ?

Cheers
Dom

Isigrim
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Post by Isigrim » Wed Feb 14, 2007 5:15 pm

yes i plan to texture it. but first the basic skin depth has to be correct.

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domparis
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Post by domparis » Wed Feb 14, 2007 5:24 pm

Ok, for the depth try an higher value for <scattering_coefficient_spectrum> and use <glossy_transparent> instead of <transparent> to use an ior value higher than 1 (ie: between 1.3 and 1.5 i think) but there are some energy loss problem with this setup.

Cheers
Dom

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afecelis
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Post by afecelis » Wed Feb 14, 2007 5:33 pm

Isigrim, thnx for sharing the material :wink:
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suvakas
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Post by suvakas » Wed Feb 14, 2007 8:11 pm

domparis wrote:Cool head !!
Do u plan to texture it ?

Cheers
Dom
Can we use texture map with SSS material?

Suvakas

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OnoSendai
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Post by OnoSendai » Wed Feb 14, 2007 8:29 pm

suvakas wrote:
domparis wrote:Cool head !!
Do u plan to texture it ?

Cheers
Dom
Can we use texture map with SSS material?

Suvakas
not right now...
But it would be useful...
I just have to work out how to do it, probably some kind of local modulation of the absorption coefficients (similar to what Jensen does)

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domparis
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Post by domparis » Wed Feb 14, 2007 8:57 pm

I just have to work out how to do it, probably some kind of local modulation of the absorption coefficients (similar to what Jensen does)
:D nice to hear it

Dom

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jotero
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Post by jotero » Wed Feb 14, 2007 11:39 pm

very interesting material Isigrim :)

ciao
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manitwo
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Post by manitwo » Wed Feb 14, 2007 11:50 pm

thanks for sharing Isigrim!

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