SSS Dragon
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
Amazing! cool sex toy material, hehehehe Like the one Duber Studio published here, For Final render Stage 1:
http://www.duber.cz/index.php?section=t ... set_02.php
http://www.duber.cz/index.php?section=t ... set_02.php
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d
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.
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.
Here's a WIP:
and the 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
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>
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
-
- Posts: 81
- Joined: Wed Feb 28, 2007 4:36 am
-
- Posts: 81
- Joined: Wed Feb 28, 2007 4:36 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>
<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)
-
- Posts: 81
- Joined: Wed Feb 28, 2007 4:36 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:
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 (200.32 KiB) Viewed 4793 times
(Blender 2.46, Indigo 1.1.5, Blendigo 1.1.5)
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