misss tests


#521

someone suggested the mix8 layer shader,
if anyone has a quick explaination on how to use it,
or point me to a thread that does. [none of the threads that came from the search actually explain how to use it]
i hope this guy does explain it at some point this week hopefully if he has time http://www.cgtalk.com/showthread.php?t=226685


#522

There was actually a whole thread about it:

Dont forget about the lightlinks when using more than one misss per object.


#523

youre joking right?
but thanx. ill look at the mix8 a little closer tomorrow.
and mess with the settings a bit


#524

Whats so wrong about it?

edit: ehehe, nevermind. :slight_smile:


#525

yea you were right. but i had to plug it in the mix8 shading group. it works quite nicely.

ok i got it to work.
this mix8 shader is a very good tool for mental ray renderer.
the speed of miss skin is superb. although i cant quite get too much SSS on my surface at this point, this is good for my purpose.


#526

vladimir_ what is your Falloff set to in your Algorithm control of our misss_fast_skin. The closer to zero you get the more depth it adds - this is also is affected in your lightmap, under lightmap Write - ScatterBias

Try setting Falloff to .3 and your Scatter bias to .1 in your lightmap

Good luck.
DD


#527

my fall off is currently set to 1.
and scatter bias is left at default 0.
i will definately try your settings. thanx.
time to do some rigging. ill post results and settings once done.

thanx all


#528

any one can help? :banghead:
my misss with transparent din work.i used mib_tranparency.
the transparency disappear when another misss material at bottom of the transparent misss. i attached with the image.


#529

the tranparent “seem” to be work,but the tranparent place seem to be cover by spec and sss color, like i draw arrow on the image i attach.i have try to attached the transparent map to spec color and sss color,not work… any idea???


#530

im having image based lighting issues.

i see many successful hdri light images with the misss fast skin
but mine always has small red artifacts. i dont know what is causing this; could this be an issue with the light map and the light intensities?
although the red spots are most apparent in the hdr renders, a few have popped up here and there when i have lights in my scene at high intensities [directional lights intensity above 1.5-2]
here is a quick image of the problem.


#531

vladimir_, can you show your shading networks more closer? especially bump network with mix8
it is still magic for me :slight_smile:
thanks


#532

Ok so here it is.

I while back I started to fool around with the SSS and I got it to work once! this file still works on my computer. I tried josvex’s tutrial step by step and it doesn’t seem to work for me. What is the definitive step by step procedure to get the fast skin version to work? I would be eternally indebted to anyone with that procedure… I think I might be missing some given options I need turned on, can somone please post all of the steps for it to work…:>

peace out!


#533

here ya go :slight_smile:
http://www.cgtalk.com/showthread.php?t=214189

the skin is still early WIP test states. this is not final version at all. i will definately post shaders connectionand light set ups etc once i figure out more with this shader.


#534

Is there a way to render the miss fast skin shader with an alpha channel? I can’t seem to get one.

-Tim


#535

in render globals->custom entities check pass custom alpha channel


#536

Thanks, that worked like a charm.

-Tim


#537

Jeepers creepers vladimir I could kiss you…but I wont!
thanks a bunch gonna try this!

-Kip


#538

I haven’t had a chance to try this yet and prolly won’t till this weekend, but does anyone have experience with using a ‘lightdome’ produced from an hdr with the misss_fast_skin instead of actually using hdr and final gather?

It would be nice to use a light dome and say dirtmap instead of final gather, but won’t render times go through the roof with a lightdome anyway? I know everytime I add a light to the misss it ups the rendertime, but I haven’t tried a full dome…say 20 or so lights. Because every light has to be hooked into the shader and have raytracing on to work properly, correct?


#539

No, not true. You dont have to manually link up the lights to the shader, however you DO need raytracing on. Btw your grandfather head replacement is looking fantastic keep up the good work!


#540

i’ve been poking in and out of this thread. i love this shader Master Zap you rock. thanks to popol for that new tip on alpha channel. that was a pain.
http://www.lamrug.org/resources/skintips.html get the mel here for easy set up of your skin shader. use rightclick>material>assign new

here’s a recent render - 3bumpmaps-1disp-1color. i usually use spec and midsss noise map - not on this tho. setup really fast…