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Messing with the absorption layer transmittance parameter.
Attachment:
File comment: phong material with blue-bar-on-white texture map
bluebar_phong.png
bluebar_phong.png [ 262.7 KiB | Viewed 4726 times ]

Attachment:
File comment: sss material with blue-bar-on-white texture map
bluebar_sss.png
bluebar_sss.png [ 278.21 KiB | Viewed 4724 times ]

In the sss version, notice how the blue scatters below the surface - its a thing of beauty & wonder!

The sss version is darker, but I assume that is from the scattering,
since I've never been able to get a pure white sss material.


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Wow, cool test.
If anyone is interested, absorption layer transmittance is perfect for creating things like imperfections on human skin (freckles etc..), when applied to a glossy transparent material. hint hint.


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Very cool !


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skin test...needs tweaking but looks promising I think.


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2nd Place 100
Promising!
Could you give us your sourcecode?

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Indigo 4.0.54 | Indigo for C4D 4.0.51 | C4D R14.042 | Mac OS X 10.12 | Windows 7 Professional x64


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zeitmeister wrote:
Promising!
Could you give us your sourcecode?

I didn't save the IGM and now it's lost. However, these are the settings from what I recall:

Glossy Transparent
IOR=1.08
Exponent=50 (I think)
Absorption=?? (almost white, relatively low)
SSS=Uniform 300
Abs Layer Trans=Skin texture downloaded from internet with gamma=1.0 (makes it brighter)
No bump map for this test

I think that playing around with the absorption will result in different skin tones. I have no idea what the scattering value should be for skin. 300 might be too low but high SSS values really slow down Indigo so I don't like to go above 300.

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2nd Place 100
Thank you!

Can't wait till fused implements it into Cindigo...

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zeitmeister wrote:
Thank you!

Can't wait till fused implements it into Cindigo...

Then you'll be glad to know that he already had implemented it ;)

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nice one Whaat.
However, I would recommend that the absorption layer transmittance texture only have surface-level colours, such as freckles etc.. The general pink (or equiv.) colour of the skin should come from the medium absorption colour, as in real life.


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pixie wrote:
zeitmeister wrote:
Thank you!

Can't wait till fused implements it into Cindigo...

Then you'll be glad to know that he already had implemented it ;)


Yeah, I did :)
I need to get that mac build out! :lol:


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2nd Place 100
Ah, that was the point...!
Jetzabbazackzack! :mrgreen:

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Indigo 100
Realy nice test


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Musorgki wrote:
Messing with the absorption layer transmittance parameter.
...
Attachment:
bluebar_sss.png

In the sss version, notice how the blue scatters below the surface - its a thing of beauty & wonder!

The sss version is darker, but I assume that is from the scattering,
since I've never been able to get a pure white sss material.

awesome! what's your sss material settings?

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Image


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Thanks everyone!

SmartDen wrote:
awesome! what's your sss material settings?

The absorption is 0/0/0, scatter is uniform 300 & phase is uniform.
The texture itself was 255/255/255 white with a 0/0/255 blue bar,
used as the absorption_layer_transmittance in a glossy_transparent material.

When I rendered it in the material editor, I got a lot of fireflies, but
rendering with metropolis true and bidirectional & hybrid false cleared it up.

I hope that helps!


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Made this for an example.
23 hours rendering with Nick's i7 as slave :lol:


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