misss tests


#541

Beautiful Mattcioffi! How are you going to do the hair for the chimp?


#542

hey Joss – don’t know if i will add hair - don’t know what i’m doing with the model in general.


#543

FANTASTIC chimp.

A few strands of hair is all it needs, and I would never suspect it’s CG at all!

/Z


#544

I third the greatness of the chimp!! Great eyes too, just great all round.


#545

Great mattcioffi This chimp is beautyfull !

A little news Paolo berto put his the maya masterclass Papers

http://www.jupiter-jazz.com/wordpress/wp-content/data/tr4kv2/html/index.html

And the PB blog
http://www.jupiter-jazz.com/wordpress/

You can download
http://aliaswavefront.topdownloads.com/pub/bws/bws_107/edu_P_Berto.zip


#546

Really? Still haven’t had a chance to test this out yet. It would still seem to me if you had 20 ray-traced lights it would still slow things down, possibly more so than actually using an HDRI

Thanks! :thumbsup: I need to get that updated sometime, been so busy I haven’t posted an update in like a month. That’s what I am working on is skin for it with misss.


#547

so i was rendering the other day, and i tried to turn on render layers. how come the sss shaders render in beauty mode no matter what. when i had it on diffuse pass everything was diffuse accept the sss shader, and when i turned alpha mode on the object that was sss turned up to not show up in the alpha. is there any way around this?


#548

I have learned misss_physical by this thread.
thanks.
this picture is my training work.
this is sweet potato.
sorry my english


#549

Ok so I got the SSS working, is there any good reference on how to connect color maps into the skin shader? and bumps? and specs? and all the sorts of maps? I put it in as a file texture in the first layer of skin but it comes out all weird.

thanks!

-Kip :shrug:


#550

Check out Master Zap’s skin tutorial .pdf file at http://www.lamrug.org/resources/skintips.html

He talks about placement in there. Although there are more ways to do it, that I believe are in older posts in this thread.


#551

So I finally got around to testing out a lightdome with misss, and I was really impressed how fast it was! Here some renders I did, that I also posted in my WIP thread.

Has a Displacement map, bump map, an old weaker Color Map (no freckles or major defining spots). As of yet there is is NO spec map, NO tranculency map, the eyes are just standins. It is using a light dome generated from an HDRI, no dirtmap (AO).

          [img]http://www.nix3d.com/WIP/bestAsof4_28.jpg[/img]. [img]http://www.nix3d.com/WIP/bestAsof4_28a.jpg[/img]
 
 Still very much a WIP (check out my thread :)), but hey its all about the Baby-steps!

#552

Hey folks,

I need your help:

Afer reinstalling Maya and the Misss-Shader exactly the way it should be, the shader is no longer working. I can choose it for an object and do all the settings, but when rendering there isn’t any SSS. When I load a file I did earlier (before reinstall), everything is working fine. But when doing a new scene, it simply doesn’t work… Anyone had the same problem or knows a solution to this?


#553

to me it sounds like you are not connecting up your lightmaps correctly (or at all) because if your old scenes work, then the shader is obviously not the problem. Rememeber to connect a lightmap to the lightmap node of the shading group, connect a “mentalraytexture1” (yeah, whatever you call it) the “lightmap” branch of the sss node, (and also, this might be what is catching you out if you have done everything else) make sure you type in a location correctly for your sssmap in the “mentalraytexture1” node. I.e under image name, it should be something like “\sssmap”. As far as i remember, if you try and write to a directory that doesnt exist, it will conk out, so "
onexistentfolder\sssmap" will NOT work. make sure, if you typed the address, that you spelt it right. Even if you have, just try changing the address to \sssmap and seeing if that works. Finally, remember to connect the “mentalraytexture1” node to the “lightmap” connection of the lightmap. If this sounds really confusing, i recommend you take this (more visual) tutorial (again?):

http://www.highend3d.com/maya/tutorials/misss

Good luck! and i hope i havent made this too confusing…


#554

Sorry but that does not work, because I already made a lightmap and connected it right.
Very confusing…


#555

Hey I have a question for you guys…

My color map seems very washed out, details in the color map are just not coming through. The color is very uniform with none of the variations that I know it has, including small things like veins/capillaries. How can I get color map to be more apparent?

I have a 4k color map (tried both .tif and .map) assigned to the Diffuse Color Slot and the Epidermal Color Slot. I also have a bump map and a Displacement map assigned. Overall color is set to white. Any ideas?

thanks, Nic


#556

Hi,

Been following the tutorial from highend3D, was wondering if anyone could explain to me (or how to fix it) where this specular is coming from, I’m using the Miss shader as it is, two directional lights, in the miss shader attributes, I have the specular set to black and it’s value to 0, but can’t understand where the specular is still coming from ?

See attachment


#557

Hi Tubbrit,

I’m currently experimenting with the miSSS shader as well and I find that if you’re using an HDRI, or any kind of indirect lighting, then sometimes the environment will show up on your model even if you don’t want it to. To correct this, I’ve increased the FG Rays and increased the Min/Max Radius values(values dependent on the scale of your model I think) in the FG settings in the Render GLobals.

Hope that helps.

-Dilber


#558

Hello Thread,

I’m currently using nurb planes for hair on top of my cg head model that has the misss_fast_skin assigned to it.

To get the edges that are connecting to the head(the hairline) to look right, I have a transparency and specular map, so I can see finer threads just at the tips. When I go to render, the area that’s supposed to be transparent on the nurbs plane is a muggy brown. When I assign a blinn shader to the head, then the transparency shows through.

I’ve tried shutting off cast/recieve shadows, and reflections/refractions on the object, but that didn’t work. I also checked to make sure that my specular map wasn’t inverted.

I’m assuming this has something to do with the sss/lightmap, but I don’t know a workaround on how to fix this.

Any suggestions would be most appreciated.

Thanks In Advance,

-Dilber


#559

Can’t you just render them in seperate passes and then composite them? You would need a shadow pass as well.


#560

Thanks Nix21,

I was wondering if it might be that I’m using an Anistropic Shader with MR, or if there was something I missed since I’m fairly new to MR. Rendering in a separate pass is a good suggestion.

-Dilber