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LucentDreams
06-06-2002, 03:19 PM
Just some render tests in XL 7.3 Let me know what you think. Model is provided by and used with permission of Loganarts
http://www.3dluvr.com/loganarts/


First is without SSS, this is the plain material with three lights.

LucentDreams
06-06-2002, 03:20 PM
same material with SSS

LucentDreams
06-06-2002, 03:22 PM
On light set up

LucentDreams
06-06-2002, 03:22 PM
one light no GI

LucentDreams
06-06-2002, 03:25 PM
And it is possible to use Higher res maps for shadows , and also use area shadows, just don't ask how long this one took to render to achieve the same effect. needless to say use 250x250 or 500x500 shadow maps as much as possible witht his or your in for a long coffee break.

This uses and Area map of 500x500 40 samples for the shadow.

sad
06-06-2002, 08:08 PM
what settings of the shader (is this chanlum?) did you use?
the third image is great!

marcom
06-06-2002, 08:10 PM
i really like the look of those pictures.
are you using chanlum, or some new technique?

cheers

marcom

That Adrian Guy
06-07-2002, 02:03 AM
Wow, those are fantastic. Everyone has heard about Chanlum but me!!

Where can I get that from?

michaeli
06-07-2002, 03:25 AM
ChanLum - Sub Surface Scattering free plugin for Super Skin.
You can download ChanLum for free at www.happyship.com/lab/chanlum/chanlum.html.

LucentDreams
06-07-2002, 07:02 AM
Sorry, yeh somone else in another forum pointed out I forgot to mention that yes in Fact it is Chanlum. The key to the better ones, the early two are that they use three point lighting on a good chanlum setting, and GI. That means fast renders and great results. the last one was with a lot of help from Naam, my succesful attempt at using an area light with chanlum. This took over an hour to render though so I don't recommend it. the other were all around two minutes or less. AMD 1200 256 megs ram and a few other apps running. I am thinking of writing a sipmple page of various renders and their settings if anyone is interested let me know. will tak a while as I have very little free time working on the CG channel project and my school film.

sad
06-07-2002, 01:04 PM
i'm looking forward to see that webpage. can't wait can't wait can't wait:buttrock: :bounce: :bounce: :bounce:

michaeli
06-07-2002, 01:42 PM
I'm looking forward to reading your tutorials.

Grey
06-08-2002, 04:54 PM
XL7.3 has sub surface scattering standard?

Is this in the Raytrace or Radiosity engine or both?

LucentDreams
06-08-2002, 05:01 PM
No its not standard, and this isn't true subsurface scattering, to be accurate, it is shadowscattering, but it simulates the effect very well. This plugin may work for XL 6.3, but I can't guarantee it, check it out @ happyship.com and learn more about it.

and here is another sample, in QT sorenson 3

Subsurface scattering FAKE test (http://cgi.third-era.com/~kaiskai/ssssmall.mov)

nothing too fancy, just a light spinning around the model, offset of 1.5, 10 samples, 12m sample radius.

Grey
06-08-2002, 05:03 PM
I'll let you know if it works in 6.3 :D

Thanks for the reply. I hadn't read the whole list of posts...

sad
06-08-2002, 05:34 PM
with chanlum it is also able to enhance the xl6+7 metal-settings of the phong (the right word?) effect. it is a great all-in-one-wonder :applause:

LucentDreams
06-08-2002, 05:39 PM
yeah it can also simulate light fuzz and velvet like things too. So it is actually more useful than plain SSS, thuogh I have found extremes it can't achieve in SSS, but for skin and marble and such it will usally meet the needs of users.

Phasmatis
06-08-2002, 06:10 PM
I've been having a few problems with Chanlum, it never seemed to look right but thanks to the little tips you gave with the renders in this topic, I managed to do something with Chanlum worth showing.

Although, I’m still looking forward to those tutorials, they’ll be a great help. :thumbsup:


http://www.ghostworld.btinternet.co.uk/Render5RadTexClanLum.jpg
I could probably tone down the lighting as it's very bright but it's worked pretty well especially on the ears.

Grey
06-09-2002, 03:48 PM
grrr...

Okay, I'm having issues getting XL6.3 to see the plugin.

the manual says to reboot XL6 or use the Plugins/Reload Plugins pulldown... (which doesn't exist on my install of 6.3 w/BodyPaint)...

Anyway, rebooting it doesn't work.

LucentDreams
06-09-2002, 07:07 PM
where are you looking for the plugin? It will not show up in the plugin list, it will show up in the channel shaders list in the material editor, where SLA and such are.

Grey
06-09-2002, 07:49 PM
DOH!!

And there it is!

Thanks Kaiskai!

LucentDreams
06-09-2002, 07:51 PM
glad I could help, good luck with the experiments, it will be a while before I have a page up withthe tests and such, so much other stuff to do.

Grey
08-12-2002, 02:34 AM
Kai (or anyone)

what channel does one apply chanlum to?

derwolpertinger
08-12-2002, 03:02 AM
usually it is applied to the luminance channel. you can combine it with a fresnel using bhodinut fusion, too. but that's the only thing i know. i tried using chanlum several times now but never got a good result. maybe someone who has a good example pic can also post his settings here. :)

Grey
08-12-2002, 03:31 AM
on the page it says mix in the colour chanel...

I can't seem to get any results...

LucentDreams
08-12-2002, 06:37 AM
well being a channel shader it will work in any channel, but for the SSS and almost any effect you would want I would recommend using it n the luminance with multiply. change offset to 2-3 metres and you should see it taking effect, the more intersting the object the more interesting the effect, spheres and sube tend to not look anything like they would with SSS.

Erik Heyninck
08-12-2002, 12:42 PM
The link didn't work for me. But http://www.happyship.com/index2_FR.html
does. When arrived, choose lab and then some kind of scattering. The old page (as indicated in the text) gives background info.

Anyway: thanks a lot for mentionning this little jewel..

Grey
08-12-2002, 02:30 PM
does it make a difference if it's UVMapped or not Kai?

derwolpertinger
08-12-2002, 06:54 PM
hey grey,
as far as i know it doesn't care about uv's. cause it is a procedural shader. if i'm wrong somebody plz tell me. :)

LucentDreams
08-12-2002, 08:56 PM
Originally posted by derwolpertinger
hey grey,
as far as i know it doesn't care about uv's. cause it is a procedural shader. if i'm wrong somebody plz tell me. :)

Well many procedurals do use UV maps, Chanlum does not since it uses the sampling influenced by light.

derwolpertinger
08-12-2002, 10:24 PM
ah well kaiskai, you got me. :) i forgot about the 2d noises and gradients and some other that are using the uvs. thx for reminding me. :D

AdamT
08-13-2002, 12:12 AM
Hey Kai,
Can you tell me what range you use for Chanlum in the mix settings? I've been using 5-10%, but I don't know if that's even in the right ballpark for optimal results.

LucentDreams
08-13-2002, 03:12 AM
Alllllllllright then, here is another small file, hope you guys like it, one of the many presets, though I always changethe setting a little when I use it. A nothe the one object may not appear likethe render if you don't have Paul's pro pack with the pincher deformer.

It should explain how things sorta work for me, though the settings honestly can really vary for me.

The key things are use soft lights with maps of only 250 or 500 anything higher will take an inasnely long time to render, thougy contrary to believe they can worek with area shadows but the settings have to be superhigh and don''t look any more impressive for the amount of time the take.

Turn on the transperency and turn it up just a tad say 1#% and you'll start to see ho else you can manipulate the Translucency, I'm still playing with this.

Hope you guys like it.
the file (http://www.cgi.third-era.com/~kaiskai/sss.c4d)
http://www.cgi.third-era.com/~kaiskai/ssstest.jpg

derwolpertinger
08-13-2002, 11:19 AM
thx for sharing! :thumbsup:

AdamT
08-13-2002, 12:48 PM
Yep, thanks. That answers some of my questions.

Grey
08-13-2002, 02:25 PM
Warning:Nudity (http://www.posergallery.com/wip/20020813-Grey103140.jpg)

I did a test to see how it looked on an imported Poser mesh...

I'll try setting a figure against a background tonight...

michaeli
08-27-2002, 12:45 AM
Well done!

dennisnbw
01-11-2006, 10:12 AM
Hi there, i was wondering if we could have your file again!
Thx for sharing, anyway...

Alllllllllright then, here is another small file, hope you guys like it, one of the many presets, though I always changethe setting a little when I use it. A nothe the one object may not appear likethe render if you don't have Paul's pro pack with the pincher deformer.

It should explain how things sorta work for me, though the settings honestly can really vary for me.

The key things are use soft lights with maps of only 250 or 500 anything higher will take an inasnely long time to render, thougy contrary to believe they can worek with area shadows but the settings have to be superhigh and don''t look any more impressive for the amount of time the take.

Turn on the transperency and turn it up just a tad say 1#% and you'll start to see ho else you can manipulate the Translucency, I'm still playing with this.

Hope you guys like it.
the file (http://www.cgi.third-era.com/~kaiskai/sss.c4d)
http://www.cgi.third-era.com/~kaiskai/ssstest.jpg

dennisnbw
01-11-2006, 10:37 AM
Does anyone have Kai's sss file and the chanlum 2000 plugin for the rest of us.
The links don't seem to work...

thx for sharing anyway

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