View Full Version : Depth Pass and SSS
dickma 03-23-2007, 03:49 PM Hey, is Depth Pass don't work with objects that contains the SSS material shader? As the SSS shows in the Depth Pass, not a greyscale image.
Also, how can I have a better depth pass on hair? it renders out but the edges are alias and dirty
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Hey, is Depth Pass don't work with objects that contains the SSS material shader? As the SSS shows in the Depth Pass, not a greyscale image.
No, that's because the standard depth pass assigns a constant shader to the surface input port of each material node.
SSS uses the material input on a material node which overrides any other inputs including surface, making the constant shader override useless.
You can get around this by applying a constant material to the pass partition itself instead of using an override.
So first delete the override from your background obj partition in your depth pass. Then in the explorer (set to show passes) select the background obj partition and go to Render -> (Get) -> Materials -> Constant.
Set to white. Now all you need to do is adjust the constant_density volume shader of the pass.
You could also change the constant_density to volume_fog set to black for different depth controls. It'll be quicker to build it from scratch this way.
dickma
03-23-2007, 07:10 PM
Can you explain more about this and how to setup?
You could also change the constant_density to volume_fog set to black for different depth controls. It'll be quicker to build it from scratch this way.
Sorry, still new to XSI.
dickma
03-23-2007, 07:19 PM
And also, if I add a constant material to a pass, will I lost the displacement details, I mean in the material I enabled displacement in Default pass. I am afraid of overwrite that and won't show up in depth.
Can you explain more about this and how to setup?
You could also change the constant_density to volume_fog set to black for different depth controls. It'll be quicker to build it from scratch this way.
Sorry, still new to XSI.
Go to Render > Pass > Edit > Edit Current Pass or double click on a pass name in the explorer. Then go to the Volume Shaders tab. You'll see the constant_density there in a default depth pass. Double click or inspect to change its settings.
You can delete this shader and add a volume_fog shader with settings as described before. As far as I know they do the same thing when it comes to depth passes, just different controls.
And also, if I add a constant material to a pass, will I lost the displacement details, I mean in the material I enabled displacement in Default pass. I am afraid of overwrite that and won't show up in depth.
Hmm, yeah if you overwrite the material you'll lose the displacement.
Your best bet would be to download the split fast SSS shaders and use those:
http://www.xsibase.com/forum/index.php?board=6;action=display;threadid=22622
It's the SSS shader that comes with XSI but split into its two components. You'll avoid having to use the material input port this way and you can plug displacement nodes directly into the material itself. What this means is that when you create a standard depth pass the surface input will get a constant applied to it but the displacement still works. See attached.
So no need to use anything other than XSI's default depth pass when using the split SSS shaders.
dickma
03-28-2007, 06:36 PM
Thanks, although I've solve it by save the scene to another file and obtain a depth pass by changing the SSS materials to another.
But I may use the above methods for my next project.:)
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