pSSSt....


#61

A little question…be patience, i’m new user…

  1. What’s better, Blinn or Phone materials for yours great rendering?

  2. Where you connect, for a nice rendering, SSS shader? Ambient color, Incandescence?

  3. For yours rendering in MR, you used lights with or without “emit photons” ?

  4. Other parameters…ie; Numer of samples right for you, Final Gather rays and bla bla ?

Super thx and again, be patience! :thumbsup: :bowdown:


#62

Opps! I’m stipid!!! I forget parameters right for you for SSS Shader, like; Surface, Absorpition, diffuse, intensity etc…

:bowdown:


#63

For me, I plug it to the ambient of any shader. I dont use FG or GI, only regular lights.
Then I decrease the intensity to somethng like 0.2 , thazz all.


#64

Sooo…how the hell do i make it work it? Can’t i use ot with maya5 or something?


#65

It works on both Maya 5 and 5 without any troubles … C’mon guys !!


#66

What’s the secret that everybody but i knows, then? :slight_smile: The examples scene is in maya6 format…


#67

i slot hte sss material to the Incandescence cause i want the ambient clean, no GI or FG, and believe me that shader work hast compare to other ones!!!

MR getting better even from prman.

Thanks again dude for this Great Stuff !!!


#68

hmm…do i need to tell the shader wich lights to use? how do i do that?


#69

i will share maya files later about 20:00 local time means 18:00 your time cya


#70

Never mind, i failed to install the lightlist script…


#71

Originally posted by BillSpradlin
Report that to the author of the plugin, as I’m sure he would like to know about it.

But the thing is that I don’t know if it’s a diffusion shader thing or a zbrush thing yet. I still need to do some tests to figure that out.

Jozvex: Are those using displacement?


#72

Ne1 has used this shader with a reflective/refractive material, like
Ice fx or similar? I have seen a nice rendering in the XSI forum…
Any suggestion? :bounce:


#73

Although this shader is nice, I find using Mark Davies to be much more applicable for my work. The diffusion shader outputs disapointing results with displacements, the sampling calculation could be improved as it’s slow in comparison to the Lightengine SSS.

It does however show some potential. I think if the speed could be increased and the displacement problems are fixed, it will be a great shader to use.


#74

Bill could you show some of your tests? I’m working on some similar ones.


#75

Originally posted by maxx10
well you need Maya 6 devkit, and Xcode, that’s freely available from Apple and of-course the source code… if you have Maya 6 open up the help files and search for “makefile” then look at the OSX specific info… feel free to ask and I’ll try to help out as much as I can, unfortunately I’ll still be with version 5 for some more months :hmm:

hmmmm… All I was able to find was the Devkit for 4.5. Did I miss something?

I’m using 5.0.1 myself. I don’t know when/if we’ll be upgrading to 6 at the moment.

Here is a link to the 4.5 devkit for OSX: http://www.alias.com/eng/community/downloads/index.jhtml?index=M-PI-DEV-0004&sort=TITLE&order=DESCEND&start=20&hs=ALL&dt=Plug-In&hp=ALL


#76

here my first test with two lights

you can download it

thanx all :applause: :bowdown:

file


#77

I’ll be glad to post some shots this afternoon, rather tied up until then.


#78

difficult this shader has displacement problems…
the displacement tessalation is called before shaders evaluation… and when the shader access the geometry… well… it access just a normal geometry.

ciao
francesca


#79

Originally posted by Tocpe
[B]hmmmm… All I was able to find was the Devkit for 4.5. Did I miss something?

I’m using 5.0.1 myself. I don’t know when/if we’ll be upgrading to 6 at the moment.

Here is a link to the 4.5 devkit for OSX: http://www.alias.com/eng/community/downloads/index.jhtml?index=M-PI-DEV-0004&sort=TITLE&order=DESCEND&start=20&hs=ALL&dt=Plug-In&hp=ALL [/B]

In Maya 5 you should find pluginwizard under the “gifts” folder, unfortunately until someone updates to 6 there won’t be any chance to port these shaders.


#80

mh!

Good shot francesca! :slight_smile: