PDA

View Full Version : Problems with SSS in C4D


Oli4D
06-18-2007, 01:53 PM
Hello everybody!
I modeled a Chameleon with C4D and textured it with Bodypaint. What I would like to add now is a little bit of SSS (subsurfacing scattering).
The shader seams to work... but my problem is that the colormap is getting very 'milky' and grey with SSS activated.
The SSS is not very strong and affects only some parts (like the thing legs) of the mesh, but the colormap just dosen't look like it should anymore. It is very flat and as I said... kind of 'milky' grey/white.
Why is that?
Does anyone know what I'm doing wrong... and has maybe someone a good SSS tutorial for C4D? I'm not really sure how I should do all this...
Thanks very much,
Oliver

abdelouahabb
06-18-2007, 07:00 PM
hi

i don't know if this answer can help you, but if you want a surface effect just try Chanlum :thumbsup:

Per-Anders
06-18-2007, 07:28 PM
it sounds like you're just putting sss in one of your channels on it's own, if you want it to be coloured by the surface color then you need to multiply it by that color, use it in layers or fusion.

Oli4D
06-18-2007, 07:43 PM
it sounds like you're just putting sss in one of your channels on it's own

indeed...

if you want it to be coloured by the surface color then you need to multiply it by that color, use it in layers or fusion.

Unfortunately I don't know how to use layers or fusion. It's a shame, I know... Is there a tutorial or do you maybe have a very simple sample scene where I can see how it should be done?

Per-Anders
06-18-2007, 07:52 PM
Well layers is more or less identical to using layers in photoshop or bodypaint (or anyother image editing app), except using shaders as layers. Just put an sss shader in the layers shader, then put the texture you're using for your surface into a layer above in the layers shader, then set it's mode to multiply (or something similar) and render.

Oli4D
06-19-2007, 07:14 AM
Well layers is more or less identical to using layers in photoshop or bodypaint (or anyother image editing app), except using shaders as layers. Just put an sss shader in the layers shader, then put the texture you're using for your surface into a layer above in the layers shader, then set it's mode to multiply (or something similar) and render.

Thank you very much Per!
Well I never use these LayerShader. Learnd something new, thanks a lot! It works MUCH better now.
Onother Question about the same topic: Can I also use another TextureMap to say which parts of my mesh should be affected by the SSS at all, and which not?
For example, on my Chameleon, I have some parts which have a lot of flesh (with SSS) but also some very 'bony' parts where probably not a lot of SSS would be...

Per-Anders
06-19-2007, 07:21 AM
Sure, the easiest method is to simply use a texture that's black where you don't want sss to be and white wher eyou do (and shades of grey inbetween), then add that texture as another layer over the top of the other layers and set it to multiply. You can also use textures as masks to mix between different shaders, the online help/manual covers it all.

Srek
06-19-2007, 07:23 AM
Again the layer shader can help. You can create a gray bitmap where the parts where you want full SSS are white and the parts without SSS black and use it to multiply the SSS effect.
Cheers
Björn

pzdm
06-19-2007, 08:06 AM
Again the layer shader can help. You can create a gray bitmap where the parts where you want full SSS are white and the parts without SSS black and use it to multiply the SSS effect.
Cheers
Björn

Yes, or - you can use a Vertex map shader as well :-)...

Uff - I have made a response on Srek post, yupiiiiii.

Oli4D
06-19-2007, 11:26 AM
Great, thank you very much guys!
That is exactly what I wanted to know!

Aurety
06-19-2007, 11:48 AM
Hi Oli4D, if you wish, follow this little tutorial I did to explain fusion and layer shaders.

http://www.lev-communication.fr/content/view/27/21/

SilverCity
06-19-2007, 07:18 PM
Thanks, Aurety. This is really helpful. Thanks for doing this in english.

CGTalk Moderation
06-19-2007, 07:18 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.