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Re: Simple Renderings Thread

Posted: Wed Feb 20, 2013 12:58 am
by CTZn
Hum well, I'm always honoured to find out that someone does better than me on the topic of ISL, you never know :D

fused also did an intro to ISL iirc. Sorry I must take off now !

Re: Simple Renderings Thread

Posted: Wed Feb 20, 2013 6:45 am
by Voytech
Wow. I am so amazed by your work kklors... Impressive is an understatement.

Ono, please feature this on the front page asap!

Re: Simple Renderings Thread

Posted: Wed Feb 20, 2013 7:43 am
by lycium
I'm trying to get a hold of him for an artist interview 8)

Re: Simple Renderings Thread

Posted: Sat Feb 23, 2013 6:49 am
by OnoSendai
Another crack at the infinite head.
This time the scattering coefficient has been increased to 5000 m^-1 (mean scattering distance of 0.2mm)
There is also a skull model underneath the skin (thanks FakeShamus!). The skull is green (for testing) which explains the green patch under the eyebrow.

I also made some optimisations for heavy scattering SSS that increased the render speed by more than 2x!

Re: Simple Renderings Thread

Posted: Sat Feb 23, 2013 6:56 am
by Zom-B
That looks really neat! I suggest that is rendered on your Laptop?!
Can I ask if there is a future for Indigos Dermis/Epidermis skin system, or does it get dropped in favor of "simple SSS"?
OnoSendai wrote:I also made some optimizations for heavy scattering SSS that increased the render speed by more than 2x!
Speedups are like free beer, always welcome!

Re: Simple Renderings Thread

Posted: Sat Feb 23, 2013 6:59 am
by lycium
Nah it's rendered on his beastly new Ivy Bridge box :)

Re: Simple Renderings Thread

Posted: Sun Feb 24, 2013 6:37 am
by OnoSendai
Another head render.
Fixed the skull colour (now dark red).

I also added dithering to Indigo, so there are no longer nasty banding artifacts visible on the dark grey background.

Todo:
* Vellus hair for asperity scattering
* oiliness map

Re: Simple Renderings Thread

Posted: Sun Feb 24, 2013 6:59 am
by FakeShamus
looking good...
on my tests I tried reusing the albedo and bump maps as exponent and fresnel maps (I don't remember exactly which was better) it's a hack but it did basically work for varying the sheen of the skin.

ps- dithering is actually awesome!

Re: Simple Renderings Thread

Posted: Sun Feb 24, 2013 7:13 am
by wlf_alex
AWESOME !!!

Re: Simple Renderings Thread

Posted: Sun Feb 24, 2013 7:18 am
by OnoSendai
Zom-B wrote: Can I ask if there is a future for Indigos Dermis/Epidermis skin system, or does it get dropped in favor of "simple SSS"?
Sure, they're still there and you can still use them :)

Re: Simple Renderings Thread

Posted: Sun Feb 24, 2013 11:08 am
by CTZn
Spot on Nick, great renderings of the infinite head ! It was about time to use a blocking shape within !
OnoSendai wrote:
Zom-B wrote: Can I ask if there is a future for Indigos Dermis/Epidermis skin system, or does it get dropped in favor of "simple SSS"?
Sure, they're still there and you can still use them :)
I suppose that Zom-B is assuming that the dermis/epidermis system is old, thus far from optimized - so would I - and by extension I would ask wether it is also concerned by the new awesome SSS optimization. Or, should that dual system be considered as optimal or nearly ?

TBH with such results as currently I'm not bothered much about it !

Re: Simple Renderings Thread

Posted: Sun Feb 24, 2013 11:31 am
by OnoSendai
Hi CTZn,
SSS optimisations will affect all SSS with high scattering coefficients, so dermis and epidermis media are included.

Re: Simple Renderings Thread

Posted: Sun Feb 24, 2013 12:16 pm
by CTZn
:D

Re: Simple Renderings Thread

Posted: Mon Feb 25, 2013 9:33 pm
by Zom-B
OnoSendai wrote:
Zom-B wrote: Can I ask if there is a future for Indigos Dermis/Epidermis skin system, or does it get dropped in favor of "simple SSS"?
Sure, they're still there and you can still use them :)
How well would Dermis stuff work with the the new coating material?!

Re: Simple Renderings Thread

Posted: Thu Mar 07, 2013 6:12 am
by cotty
Some ultrasonic air transducers...