View Full Version : MISSS with transparency? possible?
11-27-2006, 11:04 AM
I'm using the misss skin shader on my current character and getting some nice results but I have some objects behind the 'skin' surface that I would like to kind of 'see' through the skin if thats possible?
I was thinking either shadows from the objects casting onto the back face of the skin surface or a direct transparency if possible. Does anyone know how to go about doing this?
11-28-2006, 11:36 PM
Currently I happen to be pondering the exact same question. Unfortunately I don't have the answer yet. Can anyone help us out here?
11-29-2006, 10:30 AM
something like this will work. I just plugged the misss_fast_skin into the value of the mib_opacity node and feed the opacity attribute with some ramp+noise. one could also use the mix8layer from francesca...
11-29-2006, 11:19 AM
great stuff delarge - thanks alot :D
I was gonna drive the transparency of my skin surface with a sampler info/ramp setup.
however is it possible to drive the transparency on a lights proximity to the surface?
11-29-2006, 12:15 PM
I guess so. It should be possible to evaluate the distance to a light by using distanceBetween node. you could also come up with an additional surfaceLuminance node to make the object only transparent depending on the distance and illumination...
11-29-2006, 02:39 PM
Thanks for the info delarge!
However, I must be doing something wrong. I have almost exactly the same setup, except that I'm putting a black and white projection texture into the mib_opacity node. I then have mib_opacity1.outvalue connected to the miMaterialShader of the shading group. Is this correct? I'm getting black where there should be true transparency. The same thing happens when I use JS_Multilayers.
Edit: Looks like I just answered my own question. I had my refraction rays turned down to 0 in Render Settings. It looks like that prevents transparency from rendering properly. I guess that makes sense now that I think about it.
11-29-2006, 02:39 PM
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