misss tests


#281

Anyone still having troubles with simply using the shader (setting the nodes up, lightmap, etc) I would direct to the LAMRUG site and there you will find a replacement to the createAndAssignShader.mel script.

Go to your Maya6.0/scripts/startup/ directory… then BACKUP your existing createAndAssignShader.mel and replace it w. the above.

When you have done so, you can simply right-click an object, and from the popup menu choose “Assign new material” and pick either misss_fast_simple_maya or misss_fast_skin_maya, and the script will do the ‘dirty work’ for you.

/Z


#282

The latter, generally.

If the latter, then it would be cool to slip in your shader networks between the images. If the former, then nevermind, very impressive.
There ain’t much of a network, it’s the misss_fast_skin_* shader, no more, no less, and a bunch of bitmap textures for the various parameters.

That’s it.

/Z


#283

So I ran into a problem with this, actually using it in combination with mix8layer. My skin shader is set up for color bump and seperate spec layers (better control than just the miss_fast has) and I’ve got those piped into a mix8layer node. The issue is that if you turn on Export with shading engine on the mix8layer SG then the bump problem discussed earlier in the thread goes away. However, by doing so the alpha channel is no longer existent. And yes, pass surface color alpha channel is enabled to no effect. So a seperate alpha pass is going to be needed unless someone else has a solution. Which is not really acceptable for what I’m doing heh so I’m probably just going to fake the sss and go the oldschool way.


#284

Hi,Master zap,I haved tried to use this 3s work,but it seems still hard for me to use it.
For a instance,When i try to use final gather with 3s material,I find it’s much darker than normal materials.Dose i make sth wrong?
Another question is that,the front and back scatter radii is depended on my scene dimension?
The small sphere is assign 3s skin material and the large one is assign an fake 3s material.


#285

Bill, I usualy connect everything into a surface shader that generate the the Alpha. Does it work for you because I didnt tryed that with this shader yet?


#286

If you get too dark images w. final gathering, you have most likely forgot to turn on the “indirect” option in the lightmap shader, which decides if indirect light should, or should not, be taken into account for scattering. By default, it is off, and indirect light (which final gathering is completely made up of) is NOT taken into account.

/Z


#287

Hey it works!Thank you,Master Zap.


#288

this shader is not really to use (for me) i made a new test (but i don’t lke it).


#289

I think that looks VERY smooth and nice. Perhaps even TOO smooth and velvety. I’d suggest to make your secondary specular stronger and narrower (higher shinyness like 30-ish) to give some ‘surface defiition’ to it. I hardly see any specular here.

I really like the soft quality of the diffuse tho!

What is it you do not like?

/Z


#290

Yeah I agree, I think it looks very nice. Giving me inspiration to make an entire animation in that diffuse kinda feel… Very artsy if you ask me, not 100% realistic though, you will need more contrast for one, perhaps try lighting this in a less ambient way, those very ambient lightings tend to look very cool when it’s rather dark… that’s my experience at least… if I turn my brightness way down, my work suddenly looks better… probably because I don’t see shit then… oh well…


#291

Btw Zap, very nice demo you have there, I’m not fond of the gollum guy, but the hulk is very cool. Nice rigging and skinning too!


#292

thanks for the comment master zap.:slight_smile:

What is it you do not like?

the smooth aspect (too high), i try to tweak the settings to get a better result.

One more thing, i watch the sss video (really good) and see that you used depth map and

ambient occlusion.Can you tell me how did you used the DMap(and how they look like), and where did you put the

aOcc shader?
sorry for my english.


#293

The “depth map” was simply mapping a grayscale texture I painted to the subdermal scatter radius - nothing else. Where there is more flesh (cheeks, biceps, pecs), you need more subdermal scattering, and where there is less flesh and a lot of bone (forehead, ridge of nose, cheekbone, elbows) you do not need so much subdermal scattering.

I can post images of all the hulk maps if people are interested.

Wire the aOcc node to the ambient slot in both misss_fast_skin_maya and misss_fast_lmap_maya shaders.

If I recall correctly, I multiplied the aOcc with a spherically mapped gradient (to get more ambient light from above than below)

/Z


#294

I

can post images of all the hulk maps if people are interested
.

i’m very interrested !

The “depth map” was simply mapping a grayscale texture I painted to the subdermal scatter radius - nothing else. Where there is more flesh (cheeks, biceps, pecs), you need more subdermal scattering, and where there is less flesh and a lot of bone (forehead, ridge of nose, cheekbone, elbows) you do not need so much subdermal scattering

thank for the informations!

and sorry for my english!


#295

Thanx for the info Master Zap! Very Cool.

I definitly would be interested seeing the maps for the hulk character.


#296

Uhm… can I post images into these threads without having to host them myself? How do I do that? Or must I use the ‘attachement’ feature? But that only gives clickable thumbnails… I’d preffer full size images directly in the posts…?

/Z


#297

try http://www.imagehosting.us/ master zap:)


#298

here is my experimentation with miss, its hands down my favorite SSS shader…
this is an early stage of the shader imo.


#299

Zap, did you do everything in that video? If so could you post or email me the maps for the poser female head model in the video (and maybe even a breakdown of each layer like for the globulous model) please? I’m doing something similar and I’m having trouble getting the right colours for each layer to combine and give a realistic result

Great video btw, especially those globulous shots under harsh lighting :slight_smile:


#300

Hi folks,

i know i have asked this before. Giving it another try. Is there any way baking the sss effect of the sss_fast shader into a texture ? I have tried but failed :frowning:

Cheers
Bonsai