View Full Version : native SSS test
revenant
03-26-2008, 01:40 PM
well it isn't actually a SSS render since it uses volume fog, i've tried fidelling with SSS settings but there was no visible difference so i turned it off.
I tried to make a material similra to some rubbery plastic toys i had as a child, this took 3hrs to render on my 2 ghz amd64
http://i111.photobucket.com/albums/n146/rareseu/SSS_test_2.jpg
, so what do you guys think ?anybody got tips and tricks regarding native vray sss ? ...i anybody wants the material just pm me and i'll upload :D
ZuluQ
03-26-2008, 01:44 PM
Very Cool!!! can you share it? you know, its the mat_repository :wink:
zoppo
03-26-2008, 02:44 PM
looks great and really squishy :)
i'd like to have a look at it too!
Rainer
03-26-2008, 02:55 PM
Hmmmmmm Yelly Bear Dragons! Nice Material and Model!
Rainer
revenant
03-26-2008, 03:07 PM
Thanks guys :) , i'll upload the material later today when i get a chance to organize the project with the standard test scene (changed it a bit cause the old one didn't work )
@ Rainer : can't take credit for the model , it comes with c4d
steppes
03-26-2008, 03:19 PM
wow, thats really cool! and i think, when you add somm specularity and glossyness, you can use the same material as glass or something harder than rubber
revenant
03-26-2008, 05:32 PM
here's the test scene :
http://i111.photobucket.com/albums/n146/rareseu/SSS_test_scene.jpg
and here's the scene file :
http://rapidshare.com/files/102543571/v-ray_Blue_SSS.rar.html
prayas
03-26-2008, 06:28 PM
This look absolutely cool but what about rendertimes? Looks pretty demanding on the rendertime from what i see in the settings. Rendering a job right now so i can't test it.
P..:
stefan
03-26-2008, 07:13 PM
for real sss you need to turn on diffuce also:-)
adda diffuse channel with tranparency in it. SSS is a combination of opakness with slight tranparency with volume and light scattering beneth the surface.
vray calculates all these parts:
1) diffuce channel: sets the "body" of SSS, all SSS effects have more or less a diffuse part. set the diffise transparency to 10-90% or use a texture for diffuce tranparency
2) refraction, a SSS material is slightly lets travel light go through it. it also has an IOR. and all SSS material make rays be glossy refracted, so set glossyness to something like 0.3-0,9
3) volume: the light travels only until a certain deepness, this is controlled by the volume of refraction
4) SSS: this setting controls how the lights is scattered and transported underneath the surface of the material. the more scatterlevels the more realistic, also set the intensity a bit above 100% to compesate lower scatterlevels
then to be absolute realistic, all materials have a specular reflection in it, if it is rough on outside set its glossy value in specuar accordingly.
cheers
stefan
revenant
03-26-2008, 07:47 PM
Thanks Stefan that's the kind of info i need :D
@ prayas : the last one took 2 hours on my 2ghz amd so it's pretty proc intensive if you want it to look good but maybe with the new release we'll get fast sss like max :D
stefan
03-26-2008, 08:16 PM
in new release you get 2 sided material, which is great and superfast for thin SSS:-)
cheers
stefan
ZuluQ
04-06-2008, 12:42 AM
Thanks for the share, it is good for learning!
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