Hi all,
I'm trying to use IP with a sub surface material, but for some reason, it doesn't seem to bounce the light.
Here's a quick example, a white plane with colored cylinders in front of it. The last cylinder on the right is with a misss_fast_skin with default settings (the other shaders are mia_material_x with simple colors and default settings as well). And for the lighting, every cylinder has a simple spot light on top of it.
with final gather (2 secs)
[img]http://img15.hostingpics.net/pics/174212FG2sec.png[/img]
with irradiance particles(25secs)
[img]http://img15.hostingpics.net/pics/384398IP25sec.png[/img]
I tried toggling 'include indirect lighting' on the misss_fast_Imap_maya node, I tried cranking up the diffuse weight on SSS material itself, I even tried to plug in a mia_material shader in the material shader inside the shading group of the misss_fast_skin. I tried with different type of light, and light shaders.
I also tried to compute both final gather and irradiance particles together, but I couldn't find a way (does anyone know if that's even possible btw ?).
I’m out of idea, and couldn’t find anything on the forum (nor any other).
Thanks