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#261

What are your diffiusion sampling settings and your render global min/max and rgb contrast sampling settings at?


#262

I think it could be the resolution of the sphere. The Diffusion shader looks better the higher the res of the object (to an extent of course). You can kind of see polygon facets on that sphere, so is it quite low poly?


#263

its as low poly as you can see … :slight_smile:

Each of those facets are polys. I fixed the problem, I think. I had the diffusion setting at 0, turned up to 1 and it smoothed out the scattering result. I’m not sure if this is a hack around it, or if the default setting just isn’t appropriate.

Anyway, I decided to make the sphere a little more detailed and this is a test with “out of the box” settings with diffusion set higher.


#264

hmm am I the only only one that have no clue how to get it to work ?:shrug:

yes I’m new to this with shaders, just been modeling and put on an UV texture never experimented with shaders :sad:

Is there any tuorial for it?


#265

Hi All

Been playing with this shader, and mr_subScatter, and all looks good on a few simple models I have tried. However…

  1. I am yet to confirm this with Diffusion (however it appears to be the case with mr_subScatter), if your mesh has more then 1 material on it, the material with the Diffusion mode will not render. This I can get around by splitting up my model…

  2. This is more tricky. I’m trying to use the shader on a human mesh, however pluging the shader into the luminance channel of a Lambert gives a toon’ish effect - regardless of the settings. To illustrate the problem, see the image below. The left object is a std poly cylinder (un-capped) - works like a dream. The object on the right is an arm - see it’s got a white sheen all over it? And you can just make out the start of the toon effect on the right edge. Both this objects are using the same Lambert shader, no colour, trans or ambient. I thought is was something to do with the vertex colours, but they are all black. Or it could be a normal problem, but they all look ok.


#266

Problem 1) is now confirmed. Your mesh can only be assigned a single material
Problem 2) now solved. In the mesh options, make sure Visibile in Reflections & Refractions is on (obvious really!)

freddie - there are numerous posts on how to get this shader working - I suggest doing a bit more reading


#267

kaynine: I fixed it with a tutorial on jozvex’s site. :slight_smile:
the problem was that I couldn’t see any mental ray material in hypershade.
I don’t know why :shrug:


#268

freddie:this article may help you http://www.jozvex.com/tutorials/shaders.html


#269

thanks lionwind, but I have solved it already. :slight_smile:

It was just that article that helped me to solve it yesterday.

Now I just have to figure out how to create the shader right :eek:

as I said in another post, I’m new to mental ray and mental ray shaders


#270

Actually, I’m new to mental ray too.

I’ve tried this shader, but I can’t get the right result.
Anyone can help? Give a simple example?

Thanks in advance.


#271

lionwind, some examples have been posted in this thread, download the scene and checkout the shader netword.

MunCH


#272

lionwind, some examples have been posted in this thread, download the scene and checkout the shader network.

MunCH

PS: OOpps sorry for the double post!


#273

ahh finally i had the time to test this baby

here

here is what what looked like before photoshop

so can anyone tell me how can i get rid of the sharp edge that i marked on the pic
i mean can i make it look like what i got after fixing it in photoshop


#274

I’ve had a similar starp edge, and found that increasing the Diffusion helps. There is a help file (might be in the XSI package) that example the different parameters - play with Absorption, Diffusion and Intensity. The edge might also be because you’ve got such a strong sss effect happening. For skin I’ve been backing it right off.


#275

cool awesome stuff :slight_smile:


#276

MunCHeR, I solved the problem by using a correct .mi file.
Thanks any way.:slight_smile:


#277

lol, not a problem


#278

Anybody have any ideas on how to get bump maps working with the Diffusion shader? i.e. getting the Absorption-color to show up on each bump, instead of the base Lambert’s shadow color (which is desaturated enough to look like grey, especially on skin)? Displacement seems to work correctly, but I can’t use displacement for pores right?.. :slight_smile: I’d prefer to use Francesca’s BumpCombiner if possible.


#279

Tanks for this great shader, works fine.

Works with dirtmap too :twisted:.


#280

hey gameleo
could you show us how you connected the dirtmap and your textures to the diffusion shader. I am just a modeller and i get lost with all this shader mumbo jumbo lol