SSS not recognizing vertex map shader?

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  03 March 2013
SSS not recognizing vertex map shader?

I am using a vertex map for masking material selections via the vertex shader.
I am noticing that if the SSS shader is set to cache mode, I do not get the correct results---the sss does not seem to be using the vertex shader. If I change the mode from cache to direct, I get the correct results, but in this case would prefer to use cached SSS.

Any explanation to why this may be happening? A limitation in cache mode in multiple diffuse SSS? Tried changing sample density and threshold.

Image illustrates the problem.
Attached Images
File Type: jpg SSS_cache-prob2.jpg (95.3 KB, 86 views)
 
  03 March 2013
your setup has to be wrong. works fine for me.

vmap


without vmap multi cached


with vmap multi cached
 
  03 March 2013
Thanks fedinand-you may be right.

In my case I am using the vertex map shader to BLEND between two different SSS shaders. One that effects the top part of the model, and one that effects the bottom. Each ghas a slightly different coloration.

Could you post a screenshot of your setup?
Thanks!
 
  03 March 2013
Thanks Ferdninand.

In your example you are using the vmap to control where the SSS effect happens on your model (loaded into the SSS shader itself)

In my example I am using it to mask 2 separate SSS shaders to effect 2 different parts of the model.

Vmaps work fine when blending multiple textures on a model in conjunction with the other shaders, but the SSS shader only seems to work if I choose direct mode.

Oh well--I''ll try something else.
 
  03 March 2013
yeah, i am always just a read only every second line posting reader (shame on me ),
so i kind of missed the color blending part. here is how i would blend colors.

http://i.imgur.com/Erbxs6V.jpg


this also does work with two sss shaders for me, but i would be using a layer shader and
not a fusion shader, like you did in your picture.
 
  03 March 2013
ah ok, i stand corrected, the blending does work, but thee ss shader does seem somehow
to ignore the vertexmap shader invert flag. so a result you will multipy the same map into
itself which will lead with some blending modes to a black map.
 
  03 March 2013
here is a fusion shader version which tries to mimic your setup, works for me,
not sure what you are doing wrong, the settings are almost the same as yours.

http://i.imgur.com/e95PKBS.jpg
 
  03 March 2013
SSS is deeply flawed anyways, I wouldnt rely on it for production until a major fix appears..
 
  03 March 2013
Originally Posted by ferdinand-h: here is a fusion shader version which tries to mimic your setup, works for me,
not sure what you are doing wrong, the settings are almost the same as yours.



Thanks--I'll take a look again as soon as I get back to this one. Appreciate the effort to help.
 
  03 March 2013
Originally Posted by Mr.Tyler Durden: SSS is deeply flawed anyways, I wouldnt rely on it for production until a major fix appears..


What problems do you have? We used it in production for a few projects and didn't have issues.

GŁnter
 
  03 March 2013
Originally Posted by Theropoda: What problems do you have? We used it in production for a few projects and didn't have issues.

GŁnter


Lucky you, its worked on afaik.
 
  03 March 2013
Originally Posted by Mr.Tyler Durden: Lucky you, its worked on afaik.


So you won't give any specifics? Seems a little mean to throw a sweeping statement out there that something is unusable but not then give any information that might help others avoid pitfalls.

Cheers,
Brian
 
  03 March 2013
Originally Posted by Horganovski: So you won't give any specifics? Seems a little mean to throw a sweeping statement out there that something is unusable but not then give any information that might help others avoid pitfalls.

Cheers,
Brian


i think he refers to the fact that R13 SSS only provided a cached SSS solution, which could
lead to some rendering problems, as the SSS would always be created globally at render time.
In r14 there is the direct mode which kind of solves this problem (at the price of rendertime).

Plus he obviously loves ranting about everything.
 
  03 March 2013
R14 SSS produces beautiful results--I just sometimes need to weigh the importance between time and quality when theres a deadline involved. I still lean on Arndt Koenigsmarck's (sp?) Translucent Pro. Underrated plugin if you ask me. Results arent as rich or accurate as actual SSS, but its fast and usually looks pretty darned good.
 
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