|06 June 2013||#1|
Hello to all
I'm having a bit of an issue understanding the misss_physical shader
I've followed tutorials found everywhere for it and when I use in my own scene, it seems I come up with weird colors and cannot reproduce what I did in the tutorials... like say digital tutors on misss_physical... I follow their tutorial there, but when I use my own scene that contains realflow meshes, I can't seem to reproduce the result on my own
as it appears, it seems absorption coeff is based off additive colors of light while scattering coeff is subtractive? Am I right?
The thick parts look like they have too much light and the thin parts don't get lit and don't look thin....
when I bring in the glass, the effect is amplified and blown out...
what am I missing?
I will post screenshots later I know someone will ask, but any thoughts off the grip let me know
|07 July 2013||#2|
Join Date: May 2013
First thoughts, although I haven't dabbled much with the misss_physical shader, however the misss_fast_skin shader, which I assume is similar, has an algorithm control and relies heavily on proper scene and model scale. Also I know the misss_physical shader uses photons so you should try enclosing the scene, if not photons are going to be shot infinitely throughout the scene. What type of renderer are you using?
Last edited by Argiri : 07 July 2013 at 03:05 AM.
|07 July 2013||#3|
Madness. Madness, I say!portfolio
Join Date: May 2008
Well it's obvious Frescalus is using mental ray, but you nailed the main issue quickly, Argiri. Most often errors with the SSS shaders are due to scene scale.
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