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XYZRGB
11-09-2004, 01:27 AM
Hi.

Does ZBrush have SSS ?
Is it a true SSS, or is it just an ambience trick ?
Also, ( if ZBrush does indeed have SSS ) can a model be decalled and still have the SSS bleed through ?

My purchase depends on this ...... although I know I still will end up buying the program anyways.http://cgtalk.com/images/smilies/grin.gif

Thanks

Mahlikus
11-09-2004, 03:51 AM
NO, but there is a way to kinda fake it... (http://206.145.80.239/zbc/showthread.php?t=12983&page=5&pp=15&highlight=quadshader)

flingster
11-09-2004, 07:20 PM
whats the difference between a chanlum type setup you were doing and the quad shader that pixolator posted? is the quad shader just allowing you to use 4 materials?
not really up to par on zb stuff so please word it easy for me bud..cheers.
anyways like your results:thumbsup:

Mahlikus
11-10-2004, 12:34 AM
Well yeah, four shaders per material. Which means four of everything. So you can technically have a normal diffusion but in another shader, have a reverse diffusion fo simulate how light plays on the dark sides and a third for the light about the event horizons (like fresnel in a way).

Here..check this out. (http://www.happyship.com/lab/chanlum/documentation/index.html) This plugin made me start to think how i could try to do this in Z. At the time, Z only had doubleshaders. I realized I needed more specular, diffusion, and other 'channels' if you will. The tri and quadshaders did just that. :)

flingster
11-10-2004, 10:31 AM
Well yeah, four shaders per material. Which means four of everything. So you can technically have a normal diffusion but in another shader, have a reverse diffusion fo simulate how light plays on the dark sides and a third for the light about the event horizons (like fresnel in a way).

Here..check this out. (http://www.happyship.com/lab/chanlum/documentation/index.html) This plugin made me start to think how i could try to do this in Z. At the time, Z only had doubleshaders. I realized I needed more specular, diffusion, and other 'channels' if you will. The tri and quadshaders did just that. :)
thanks mahlikus...i figured it would be something like that but my lack of zb experience i just wanted to clarify really. The chanlum plugin is for cinema4d so i'm pretty familiar with it and its a good idea to try something similar for zb...does this also mean this is the only way to simulate fresnel in zb? anyways enough questions will experiment with it think is probably best way to get my head around it...thanks again.:thumbsup:

Tripdragon
11-10-2004, 03:52 PM
hmmmm I think it is the texturesa and shaders, The zbrush model in he post is funky and soft mesh like, not a clean topoligy model at all like everyone likes. But when the texture and shading hits it , it is golden. So the question is , why the the cinema 4d model different ?


aw who knows, but my vote is on that one zbrush pic.

flingster
11-10-2004, 04:09 PM
hmmmm I think it is the texturesa and shaders, The zbrush model in he post is funky and soft mesh like, not a clean topoligy model at all like everyone likes. But when the texture and shading hits it , it is golden. So the question is , why the the cinema 4d model different ?


aw who knows, but my vote is on that one zbrush pic.
well yeah i guess but then this plugin was developed for cinema4d version 6 afaik before it had native SSS support..:shrug:

aurick
11-12-2004, 05:12 PM
Here is another example (http://206.145.80.239/zbc/showthread.php?t=021954) of how SSS can be faked. In fact, someone actually thought it was a C4D render. LOL Anyway, there is a sample material included in the thread to get you started.

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