Thanks for the help guys
- I wondered if there was a more correct way to do this - I will try it out!
Some notes and concerns I’d like to share:
On the subject of SSS, anyone figured out what’s wrong with SSS + FG? The colors are all blown out (and setting the weights to 0 does not give black)… Someone on xsibase found that you could connect the result of the deepscatter part of the shader directly to the output, and that gets rid of the problem. It works to an extent (looks black when weights are turned to 0), but I don’t understand why it works, and why it was wired the other way in the first place…?
The xsi base thread can be found here:
http://www.xsibase.com/forum/index.php?board=6;action=display;threadid=34836
Saturn created a compound which fixes some of the issues with the default xsi7 one (lack of backscatter depth for example) One thing I found with his compound though is that setting everything to 0 weight does not give 100% black either, even with the fix mentioned earlier - it’s due to the way he rewired the diffuse weight, which wasn’t correctly wired in the default one (it overwrites the epidermal weight)… which makes me wonder… what is the correct way to wire it?
Here’s Saturn’s node:
http://community.softimage.com/downloads.php?do=file&id=122
Also, is there any way to speed up SSS with FG? the FG map generation stage takes much longer than without the sss. I tried rendering sss in a seperate pass with only direct light, and then comping it with the fg pass, but I didn’t get very good results…
I’m hoping people post their findings on sss, as it’s a complex topic, and there doesn’t seem to be a proper solution for FG yet, even though it works fine in maya and max.
A