could someone explain incandescence render pass vs SSS?(breakdown included)


#1

Hi, i work in 3dmax 2011 and vray.

the breakdown is from surf’s up->

http://www.youtube.com/watch?v=zoeC_AEt78M go to 1:34

can somone tell me how to get icandescence pass in vray or mental ray when it is not in default render pass elements/shaders? What approach should i take when bleding available shaders? And how is icandescence different from SSS?

They also used some passes called “adjusted zone” i am really curious what are those and how they were used.


#2

ok, i think i understand it, please correct me if i’m wrong.

Incandescence works the same way as SSS, but the scattering is done equally on the surface.
In a place where object is thin, we have the SSS effect, but as the object gets thicker, the effect is less.

It can be done with vray materials FOG + SSS.


#3

incandescence is light emission from a material…
you can use it as a fake for sss if you map it so it only emits where the point being shaded is not being struck by any direct light.


#4

incandescence is light emission from a material…

Yes, but i am talking about a specific example, when you emit light with emmision material from 3d object (like vray light material) the whole object is emmiting it. But in surf’s up it works as it should work, thinner parts emit light easier than thicker parts. Its like you would try to heat up a metal wire, thinner parts would start to emit light faster than thicker parts. What i want to achieve is light emmision by object density.


#5

you would need some quite complex shader writing to achieve that, something that vray isnt capable of doing, its possible in rsl but i highly doubt you could pull this off with vray.


#6

But the incandescence pass in that video just looks like a subtle blue colour throughout the entire wave with no variation. What you are talking about, having thin parts brighter and thick parts darker, comes from the translucence pass. This is basically sss, and really just the backscatter component of it.
Of course I may be oversimplifying it but that should answer your question.


#7

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