View Full Version : new Bssrdf shader for Maya
its looks very nice - i will give it a try :)
02-23-2004, 07:43 AM
Cool, I'm installing it now!
The name of this thread isn't very newbie/intermediate friendly! Hehe.
This Bi-directional Sub Surface Reflection Distribution Funtion model is far superior to that of the Lambertian Bi-directional Reflection Distribution Function.
02-23-2004, 08:38 AM
didnt try it yet.. but looks promissing ..... GREAT work :applause: :applause:
ok;) here is more info
02-23-2004, 06:41 PM
Great plugin, i got some great result with the software render.
But i couldn't get it to work with mentalray
02-23-2004, 09:17 PM
Looks great, but it's sad it doesnt work with MR.
02-23-2004, 09:30 PM
Doesn't work with MR, only supports 2 lights, no spec, no support for NURBS. Doesn't look all that great really in its current form. Just looks like a slapped together BSSRDF shader with not much else. I'll stick with Mark Davies SSS plugin thanks :)
02-24-2004, 06:32 PM
Originally posted by Emmortal1
Just looks like a slapped together BSSRDF shader with not much else. I'll stick with Mark Davies SSS plugin thanks :)
hey where do you find marks sss plugin? I searched for it but could not find it. Yeah this plug is pretty nice, but yeah, it could support specular at least.
02-24-2004, 06:39 PM
02-25-2004, 09:27 AM
oh wow thanks, i been playing with it for a few hours now, Im getting much much better results then with the lightengine3d shader, its also much faster, and less prone to weirdness. Its much more geared for skin, while the lightengine more for wax/ice/etc, also doesnt do that shadow thing that the sss shader pack does, that was pretty annoying.
thanks for the link!
heres a sample of my playing with it so far, the maps are rudimentary
02-25-2004, 02:53 PM
Than, damn it.
02-25-2004, 05:15 PM
Great image Briareos :)
What materials and what connections did you use?
02-25-2004, 07:08 PM
right now its just the bssrdfeShader plugged into the ambient channel of a blinn, then the blinn and a spec only phongE in a layered shader. and also a ramp shader for the "peach fuzz".
02-25-2004, 08:21 PM
02-25-2004, 10:25 PM
Briareos, could you do a screen grab of how you used the shader? I'm not sure how you have this network.
02-26-2004, 07:14 AM
a few days ago I did it the same way Briareos did, wasnt really impressed by the results, compared to the pure BSSRDF render, still nice though, but I think I would just do renderpasses for the spec and other properties, even though I would prefere not to if I had the choice
02-27-2004, 03:36 PM
Any plans to port it over for us Maya/Mac users?
02-27-2004, 03:44 PM
We need a linux port. I'll help if anyone has acess to the code.
02-28-2004, 12:18 AM
Hereīs a little test Iīm doing with the WangWei shader... The model ISNīT MINE, itīs a (beautiful) head a friend of mine found.
Thanks a lot for this nice new toy, WangWei! :applause:
Anybody else using it? Any sucess using bump maps, etc?
02-28-2004, 03:52 AM
What are all the splotches all over the surface of the skin?
02-28-2004, 04:33 AM
Just a leather applied to color... didnīt got a nice texture at hand, at the moment.
02-29-2004, 12:46 AM
The shader has been updated from version 0.6 to 0.8! Now it supports highlights and bump map!
Plus a few other fixes etc.
the bump map is not working for me anyone have more luck?
03-01-2004, 01:01 AM
Pent: Gotcha, didn't know if it was an error from the shader or what.
03-02-2004, 04:38 AM
not a single subsurface shader for mac:wip:
03-02-2004, 01:15 PM
Emmortal1: Thatīs OK!
Iīm working on a better shader network right now , using painted textures instead of procedural ones, and one of my models.
Hope youīll enjoy that... ;)
01-17-2006, 12:00 PM
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