Page 2 of 3 FirstFirst 123 LastLast
Results 11 to 20 of 23

Thread: Learn sss2 by doing

  1. #11
    Join Date
    Mar 2011
    Posts
    61

    Default

    ok thanks Remydrh, just curious. i think it will work better for me to use the individual radii and save the scale conversion for later

    i am enabling the sss2’s ‘output sss only’ atter and using the mib_color_mix to add a mia_materal_x (non-diffuse reflection stuff) to the sss2 result. that gives me the ability to use a ‘remap value’ to control the mia_mat/ss2 blend and leaves open the ‘additional color’ for the mia_light_surface. seems to be working, but is there anything i should watch out for when doing it this way?

    thanks
    ron

  2. #12
    Join Date
    Dec 2004
    Location
    Marina Del Rey, California
    Posts
    2,929

    Default

    If you have your ratios of front/back sss radii generally correct for one scene, then reusing for another scene (different units, or different scale) only means changing one number the scale conversion rather than 9. We thought that would be more convenient.
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  3. #13
    Join Date
    May 2012
    Location
    Los Angeles
    Posts
    2

    Default

    I was accustomed to using the overall color slot from the older misss_fast_skin to map dirt and grime onto my models. I would basically make a white texture and then lightly add in darker values, it also works well for makeup on females. how would this functionality be worked into the new sss2 shader? i've been playing around with the sss2 shader and am really enjoying it, i think it is far easier to control and is more predictable, i'm just missing that overall color slot for certain effects

    I did a test few test renders with the new shader and a comparision image.

    http://zopfx.com/wips/shader_comparison.jpg

    http://zopfx.com/wips/zoppi_fast_shader_2.jpg

  4. #14
    Join Date
    Dec 2004
    Location
    Marina Del Rey, California
    Posts
    2,929

    Default

    I think we should put together a new Phenomena for that here in the community.
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  5. #15
    Join Date
    Oct 2009
    Posts
    23

    Default

    I want to see that too.

  6. #16
    Join Date
    Feb 2011
    Posts
    20

    Default

    Hi Bart,

    I noticed in your example that the light map diffuse gamma/lightmap_gamma was change to a value of 1. Was this just an aesthetic choice? I often wondered if this should be 1 for a linear workflow, but the defaults including the new misss_mia_skin2_surface_phen still use a value of 0.75. In the help docs this value describes..

    "...the gamma curve of the light stored in the lightmap. If this is 1.0, normal Lambertian diffuse light is stored..."

    But upon consideration I wasn't sure either way whether this was actually relevent to linear lighting...? untill I saw your example which got me thinking again about whether to adjust this value along with screen space composite?

  7. #17
    Join Date
    Jun 2012
    Location
    Studio City, LA, CA
    Posts
    38

    Default

    Quote Originally Posted by ZippZopp View Post
    I was accustomed to using the overall color slot from the older misss_fast_skin to map dirt and grime onto my models. I would basically make a white texture and then lightly add in darker values, it also works well for makeup on females. how would this functionality be worked into the new sss2 shader? i've been playing around with the sss2 shader and am really enjoying it, i think it is far easier to control and is more predictable, i'm just missing that overall color slot for certain effects

    I did a test few test renders with the new shader and a comparision image.

    http://zopfx.com/wips/shader_comparison.jpg

    http://zopfx.com/wips/zoppi_fast_shader_2.jpg

    Wouldnt the mod functioon for the front or back do what you would like?

  8. #18
    Join Date
    Dec 2004
    Location
    Marina Del Rey, California
    Posts
    2,929

    Default

    You could think of the gamma as controlling the diffuse strength/falloff stored, before being scattered around. 1.0 is normal Lambertian diffuse falloff. That should look just like regular diffuse shading if the scatter radii are very small. Use as you like artistically. I set it to 1.0, so I can match a diffuse only look as I step from small to larger radii in demonstration of what the radii provide.
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  9. #19
    Join Date
    Feb 2011
    Posts
    20

    Default

    Thanks Bart.

  10. #20
    Join Date
    May 2012
    Posts
    10

    Default

    I have a little difficulty understanding the different skin shaders in general, ive been following the steps. But I want to know

    1. Does it matter what type of lightmap I use? Ive been using the lightmap that gets generated by the normal misss_fast_shader to connect to the lightmap area for the misss_fast_shader2. I see Remydrh uses the misss_lightmap_phen for the teapot scene.

    2. How do I use the phenomenon skin shaders that was used by Kzin for the image in post #5 ? Do I use the misss_mia_skin2_surface_phen or misss_mia_skin2_phen2 and where do I plug them in?

    Please if anyone can help it would be greatly appreciated.

    Thanks
    Philip

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •