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andreagenor
04-14-2007, 06:44 PM
hi guys, im in trouble to find a solution.

I need apply a misss_fast_skin + a blinn into a mesh
but dont work. i did the test into 3dsmax and xsi and work in both, but in maya not.
someone can help?

thank you all.

cheers.

http://www.andreagenor.com/preview/sss-maya.jpg
http://www.andreagenor.com/preview/sss-xsi.jpg
http://www.andreagenor.com/preview/sss-max.jpg
images/statusicon/user_online.gif images/buttons/reputation.gif (http://forums.cgsociety.org/showthread.php?p=4326963#)

SebKaine
04-14-2007, 10:08 PM
if you can attach your scene or give me a zoom on your hypershade connection i could try on maya 7 !

andreagenor
04-14-2007, 10:37 PM
SebKaine

http://www.andreagenor.com/preview/sss+blinn.rar

SebKaine
04-14-2007, 11:12 PM
Ok on your mental ray mentalrayTexture Node You need to fill correctly the File Texture Attribute ! Pay attention to Image Name Attribute :

on your desktop create a myTextures.txt , rename it to myTextures.iff then open the image name directory and select the myTextures.iff created previously !

let me know if this fix the problem !

andreagenor
04-15-2007, 01:14 AM
SebKaine sorry, my english is bad!!! i only speak portuguese!!!

But don't fix

if I have only sss shader I dont have problem.
this problem only happens when I have 2 shaders applied in 1 mesh

SebKaine
04-15-2007, 03:33 PM
Well , i don't really know, i make it works with this connection on maya 7 ! it works find !

Don't Forget to set your project , and create the sss_blinn.iff before, by changing the extension of a sss_blinn.txt !

Don't know but i never heard about bugs like yours on Maya 8.5 ! anyway there are lot of Bugs in 8.5 so who knows ...


http://appartager.free.fr/grafix/connection.jpg


Here Is My Scene -> Download here (http://appartager.free.fr/grafix/sss_Blinn.rar)

andreagenor
04-16-2007, 01:10 AM
hi,

here movie (http://www.andreagenor.com/preview/mr_sss_blinn_bug.rar) with my problem

this is your scene >

I change back_sss_weight but nothing happen http://www.andreagenor.com/preview/sss_bug_1.jpg
http://www.andreagenor.com/preview/sss_bug_2.jpg

SebKaine
04-16-2007, 01:23 AM
andre you look to know what you are doing ! its pretty strange ! please try my scene under maya 7 and maya 8.5 , and tell me if it works or not ! i test it on maya 7 and 8 , and all is OK !

Well i haven't test the shader in depth , i've just manage to make a render with the sss on one side and the blinn on the other ! it looks that there's now a new problem with it , i'll check it !

PS : It seems that you know MTOR ! could you explain me how to make an ambiant Occlusion with MTOR 6.5 ! cause i try the occlusion shader without no succes ... I guess there is a more exotic connection to do !

andreagenor
04-16-2007, 02:31 AM
Sebkaine, i tested the scene at maya 7 and 8,5 and in both happen the same problem.

If you have just one shader applied it work fine. But if have two applied don’t.



About Mtor, i don’t have any experience, im learning yet.

I tested the code and works, but was a simple test using rfm, not rat.



surface occlfunction(float samples = 256, maxvariation = 0.02){
normal Ns = faceforward(normalize(N),I);
float occl = occlusion(P, Ns, samples, "maxvariation", maxvariation);
Ci = (1 - occl) * Cs * Os;
Oi = Os;}

Jozvex
04-16-2007, 02:46 AM
Ahh it's actually a very simple problem!

I wish I had seen your topic earlier. All you need to do is set the 'Light Linking Mode' to 2 on the misss_fast_lmap_maya node! The light linking doesn't really work properly with per face shader assignment.

:thumbsup:

SebKaine
04-16-2007, 02:48 AM
Thanks for the tips jared !

andreagenor
04-16-2007, 03:26 AM
Sebkaine, thank so much for you help and time, now works fine.

Jared, thank you the problem was just what you said, i changed and the
misss_fast_lmap work properly

andreagenor
04-16-2007, 04:02 AM
Friends, looking the scene i found another bug, the shader when i put light link 2 dont render specular channel

http://www.andreagenor.com/preview/spec_bug1.jpg

Jozvex
04-16-2007, 04:38 AM
Hmm you're right.

Do you need to have two different shaders on one mesh? Instead you could have one surfaceShader applied to the object, then use a BlendColors node with a Ramp, to connect the two outputs into one shader, like this:

http://www.jozvex.com/temp/TwoShaders.jpg

And the specular will work!

;)

P.S. I added planar UV mapping to the object so that the ramp would work properly.

andreagenor
04-16-2007, 05:18 AM
Jared, i understood what you did, but in my case is not
for this object, but for a person, to separate the eyebrow
from the rest of face.


I use this object just for become easy to solve problem and test.


I will paint a map for this, and post later for you guys see.

andreagenor
04-16-2007, 06:01 PM
Jared thank you so much, now is perfect!!!

Jozvex
04-16-2007, 11:14 PM
It's my pleasure, I'm glad it's working for you.

:)

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