SSS Dragon

Show off your final renders
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u3dreal
Posts: 346
Joined: Sun Jul 02, 2006 10:36 am

Post by u3dreal » Sun Jan 14, 2007 10:40 am

Hi radiance could you post the material as i donÄt seem to get it to work with ior other than 1.0 ...

cheers

u3dreal ;)

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u3dreal
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Post by u3dreal » Sun Jan 14, 2007 10:54 am

Strange i got all the values wired in Blender...

think it will take some time to get some decent implementation..

seems for me i'm getting slower with high ior..

will check ..

thanks alot !!

cheers

u3dreal ;)

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arneoog
Indigo 100
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Post by arneoog » Sun Jan 14, 2007 11:42 am

That is just so damn nice! :shock: :D :D
Awsome Material!!! 8)

But, Radiance, we're in 2007 now :P

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CTZn
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Location: Paris, France

Post by CTZn » Sun Jan 14, 2007 11:50 am

Awsome Material!!!
Oh yes !

atmmatt
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Location: Pennsylvania - USA

Post by atmmatt » Sun Jan 14, 2007 2:49 pm

*Drools* :D
"To be, or not to be" That is a question?

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BZ Win
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Location: Ottawa, Canada

Post by BZ Win » Sun Jan 14, 2007 3:52 pm

Gosh, where does everyone get that dragon model?

BTW, very cool looking, my mom thought it was a photo.



EDIT: NVM, found it.

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afecelis
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Post by afecelis » Sun Jan 14, 2007 4:17 pm

Amazing! cool sex toy material, hehehehe :wink: Like the one Duber Studio published here, For Final render Stage 1:
http://www.duber.cz/index.php?section=t ... set_02.php
Image
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

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Maluminas
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Post by Maluminas » Sun Jan 14, 2007 5:45 pm

Your dragon is simply beautiful. SSS makes anything beautiful. Wow, i need to get to work with it :)

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OnoSendai
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Post by OnoSendai » Sun Jan 14, 2007 8:46 pm

Some general tips for SSS materials:

anything but uniform spectrum type for scattering coefficient spectrum will be heaps slower than uniform. However, the absorption coefficient spectrum can be RGB with no loss of speed tho. So I suggest you give colour to your scattering by messing with the absorption RGB.

Increased the scattering coefficient will result in a greater 'SSS effect', but will slow the rendering speed.

Increasing the absorption coefficient will speed the rendering ( i think),
and make the material look denser as well.

I suggest keeping the absorption coefficient values similar to the scattering coefficient values, *unless* you're going for a milky look, where there is very little absorption.

Using a glossy_transmitter material instead of a specular material on the surface may help in acheiving a more SSS look as well.

The IOR of your SSS medium should be something like 1.5 to be physically plausible.

EDIT: copied this into a new thread in the general section.

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OnoSendai
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Post by OnoSendai » Tue Jan 16, 2007 4:26 am

Here's a WIP:
Image

and the material:

Code: Select all

	<medium> 
		<name>rubber</name> 
       
		<ior>1.5</ior> 
			<cauchy_b_coeff>0.0</cauchy_b_coeff> 
			<absorption_coefficient_spectrum> 
				<rgb> 
					<rgb>400 100 400</rgb> 
				</rgb> 
			</absorption_coefficient_spectrum> 
			<precedence>20</precedence> 
       
			<subsurface_scattering> 
				<scattering_coefficient_spectrum> 
					<uniform>
						<value>100</value>
					</uniform>
			</scattering_coefficient_spectrum> 
			<phase_function> 
				<uniform/>
			</phase_function> 
		</subsurface_scattering> 
	</medium> 
    
   <material> 
      <name>default</name> 

      <specular> 
         <transparent>true</transparent> 
         <internal_medium_name>rubber</internal_medium_name> 
      </specular> 

   </material>
Not quite the look i was going for (jade), but quite interesting nonetheless.
Probably need more forwards scattering for jade.

EDIT: according to Jensen,
"Most translucent materials
are strongly forward scattering with g > 0:7 (skin for example
has 0:7 < g < 0:9 [Gemert et al. 1989])."

So I guess I know what to code next :)

danyolgiax
Posts: 81
Joined: Wed Feb 28, 2007 4:36 am

Post by danyolgiax » Fri Mar 16, 2007 11:13 pm

I've tryied those materials in indigo 0.7 with some tags adjustments... but none of them are similar at their own image!

It's normal?

Dox
(Blender 2.46, Indigo 1.1.5, Blendigo 1.1.5)

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Kram1032
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Location: Austria near Vienna

Post by Kram1032 » Sat Mar 17, 2007 1:43 am

Did you use the same scene?

danyolgiax
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Post by danyolgiax » Sat Mar 17, 2007 1:53 am

<medium>
<name>sphere</name>
<precedence>10</precedence>
<basic>
<ior>1.2</ior>
<cauchy_b_coeff>0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb>
<rgb>30 20 0.5</rgb>
</rgb>
</absorption_coefficient_spectrum>
<subsurface_scattering>
<scattering_coefficient_spectrum>
<rgb>
<rgb>100 5 180</rgb>
</rgb>
</scattering_coefficient_spectrum>
<phase_function>
<uniform>40</uniform>
</phase_function>
</subsurface_scattering>
</basic>
</medium>
<material>
<name>sphere</name>
<specular>
<transparent>true</transparent>
<internal_medium_name>sphere</internal_medium_name>
</specular>
</material>
(Blender 2.46, Indigo 1.1.5, Blendigo 1.1.5)

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CTZn
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Location: Paris, France

Post by CTZn » Sat Mar 17, 2007 2:04 am

Subsurface scattering, like absorbtion, is based on distances, so again, size matters (yes I have a problem with scale :))

danyolgiax
Posts: 81
Joined: Wed Feb 28, 2007 4:36 am

Post by danyolgiax » Sat Mar 17, 2007 2:56 am

ok... but...

i think this is the same XML of the pink dragon in the first post of this topic...

<medium>
<name>sphere</name>
<precedence>20</precedence>
<basic>
<ior>1.45</ior>
<cauchy_b_coeff>0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb>
<rgb>2 0 10</rgb>
</rgb>
</absorption_coefficient_spectrum>
<subsurface_scattering>
<scattering_coefficient_spectrum>
<rgb>
<rgb>2 12 1</rgb>
</rgb>
</scattering_coefficient_spectrum>
<phase_function>
<uniform>4</uniform>
</phase_function>
</subsurface_scattering>
</basic>
</medium>
<material>
<name>sphere</name>
<specular>
<transparent>true</transparent>
<internal_medium_name>sphere</internal_medium_name>
</specular>
</material>


but this is the result:
Attachments
material.jpg
material.jpg (200.32 KiB) Viewed 4439 times
(Blender 2.46, Indigo 1.1.5, Blendigo 1.1.5)

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