I have some f£%*ing artifacts in the render when I switch the bump node to the shader…
The strange thing is that I didn’t have this problem before !
Any solution ?
Maya 7, the bump node was connected to the bump slot of the shader as usual… The map is a tif 8 bit RVB…
Not finnished with bump yet. much more textureing to be done.
Need to replace eyelash with geometry ones… and of course work on the hair more
Her body is complete but no maps yet to show a pretty render.
Hey Zap, or anyone else.
I took a look to this post:
Had a go with these pics to understand the process what goes on under the hood a bit better. But somehow I had hard time to put the whole thing together properly. Now, I am not certain if I did it correctly after all, I just tried to see what looks good. I can see that the fleshy look for example is gone, or it is not so strong anymore. Can you Zap or anyone else reccomend good links or can you give some tips more precisely about post process of it. I find it very intuitive to bring whole skin rendering to post since there you have way better feedback and more room for various experimentations.
I also took a look to this link: http://www.lamrug.org/resources/skintips.html
But a post flow what is described there, I were unable to put it together :hmm:
Anyway, here is my modest try I had with the pictures what Zap posted:
So basically, where can I learn more about it?
Thank you!
EDIT: Hey Zap, I thought I thank you personaly for this, your sss tutorial rocks totally. I had a second go with it and now I am really starting to understand that stuff, someone in this thread said that this sss phenomena works like compositng tree and yes it really works like that! Thank you again!
I got a question about misss. Can I use it in the scenes what are lit by ambient environment? As I understand…misss uses light maps and for that you need real lights in your scene. But a scene what is lit with ambient environment has mostly only one key light and thats it.
Thanks for the ver 7 tips y’all. This is my latest misss fast skin test using displacement via Z brush! Hoping to test out some of the new MR renderable maya hair on it soon.
just be sure your render isnt dependent on IBL lighting for the hair, its only lightform not supported under MR for maya hair. But GI and FG work fine.
Hey Jozvex, thank you for your reply. About ambient environment effect I was having something different in mind. For that to be successful you need various passes, ambient env probe, ambient occl, bent normals and so on.
Take a look to here: http://splin.c3dmotion.com/FAQ/Base/AO_1.jpg
I am curious, how I can integrate miss into this workflow. As in this workflow the only light sources are normal key light and your ambient env probe. I am interested how can I make the sss to be affected by ambient env probe…
This is supported by putting this “additional light” into the “ambient” slot of the LIGHTMAPPING shader AND the surface shader.
It is intentionally thus that the “ambient” slot is treated not as some “ambient color” like in many oldschool material, but it is actually truly “extra light”, and it will, if put on the lightmap shader, be scattered like any other light.
Hey Zap, thanks a lot!
That ambient slot seems to work very fine…a pitty that manual described it only with so few words. But I have a question about the: “AND the surface shader”. I understand you mean here not the SSS_Fast_Skin phenomena component itself but directly to the material shader where Lightmapping is connected? Sorry if this sounds confusing but I am using XSI, and there, Softimage decided to pack the whole phenomena into one node so that it is impossible to connect anything what comes after SSS node itself. Basically once you connect SSS phenomena into surface shader…it gets locked. Community is already making loud voices about it. Altough it is possible to hack into sss phenomena and make your own suitable pieces out of it but that needs some coding knowledge, reserved to the advanced users so to say. Anyway, just wanted to be sure what you meant with it.
Ah, okay, you are using the real one in XSI. Well, then just connect it to Ambient and you are done, that goes, internally, to both lightmapping and surface shading. You are aware you are in a Maya forum, right?
Well, that’s the intended function of it, i.e. the material phenomena implementation. You are not supposed to actally see the separate ligthmap/surface shader distinction, but Maya does not support material phenomena and hence required this “split” implementation.
Why such noise for getting the shader nicely packaged as originally intended, instead of broken into a bunch of parts?
Zap, thanks for clearing things up, now it makes sense
Yes I am aware that this is Maya forum and my deepest excuses go out to those who feel uncomfortable with it. But as I thought, Mental Ray is the platform what is connecting us all then it can not be so bad. Top of that, you can nothing do about it…Maya users are in my opinion bit more advanced and they also need to be. Good example is this same sss shader. So, I find it good chance to get better ideas how the “stuff” works under the hood. And as chasing that knowledge I often end up in Maya MR threads. Saying this, I also try to help out maya users as much as possible since many many problems and issues are common for us both. Hopefully I did not offend someone, just thought sharing my ideology would be good idea. Just let art growing…I think tools should be with second importance to that
Why such noise for getting the shader nicely packaged as originally intended, instead of broken into a bunch of parts?
Interesting.
Please elaborate.
Well as I understand it, they have done it too well. Sounds weird huh? No I mean…they have done it in a way what is limiting greatly the possibilities of rendertree=hypershade. Basically, not giving enought power to users…tools are too simple
I understand little about it, you can read more about it here: http://www.xsibase.com/forum/index.php?board=12;action=display;threadid=21620;start=0
i already posted this in bodytopology thread, but it is also a miss_test subject.
This is a somewhat decent skin setup, took more tweaking than before because of
the more complete lighting than i use in my test renders