SSS bug since octane V1.11(v1.12)

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sigmamoon
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i think there is a problem with octane standalone v1.11 (and then v1.12)
i m looking for some nice guys to discuss about it, and try to point the problem with the octane TEAM.

for me octane v1.10 was right with SSS parameters but since the v1.11 there is something wrong

look that my simple SSS test below

i dont know why we can t reproduce the same smooth and easy effect inside the 1.11 version
what you think about it ?

look at my video with this scene over the v1.10, it s really easy to control the color and the thickness, but nothing happen with the same scene inside the v1.11

[vimeo]http://www.vimeo.com/62791331[/vimeo]

Above all, if you dont open an obj and you make a simple SSS diffuse node, i don t have the same result between versions. furthermore, the V1.11 looks very noisy

don t you have this feeling? can you, simply make SSS effect like mine inside the v1.11?
if you have an another expertise it could help me a lot cause i m working on it.
i do many biological pictures and animation
http://www.sigmamoon.com/?p=7167

speaking is better to ignore it ;)
Thank a lot
Attachments
HERE OCTANERENDER v1.10
HERE OCTANERENDER v1.10
HERE OCTANERENDER v1.11
HERE OCTANERENDER v1.11
sss_v1.10.rar
HERE THE OCTANE SCENE v1.10
(4.76 MiB) Downloaded 159 times
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iViz3D
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Hi,

I was looking at the images that you posted and i noticed that ray_step is missing in the scattering medium.
Could that be the problem that is why sss is not functioning?
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sigmamoon
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Hello iViz3D

you are totally right

inside v1.10, the scattering medium have 6 inputs (one of it is the ray step) while there are only 5 inputs for the v1.12

it s maybe the start of a response, i don t know exactly why.

nobody can make the same SSS control with the v1.12, nobody can translate it inside the v1.12.
please OCTANE TEAM could just try to explain the problem?

thanks a lot for this observation iViz3D :geek:
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slash
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This is the best I could do in the current version using the Daz3d plugin.
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SSSDragon.jpg
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sigmamoon
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slash wrote:This is the best I could do in the current version using the Daz3d plugin.
Its pretty nice "slash"

could you tell me if you have the same control than my vimeo video demo? Thickness control and color scattering.

are you sure to involve with the v1.11 or v1.12 octane lib (cause sometime the plugin don't use the last render version)?

could be great to see your parameters even if its daz plugin. (do you have the ray_step input parameters inside the scattering medium?)

Thanks a lot "slash", it s really great to talk about it
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ROUBAL
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I am not used enough about SSS, but I tried to use it recently for the face skin shader of a character, and I finally gave up : I couldn't get an enough visible effect, and the "cost" in term of render speed versus quality was not interesting.

I haven't tried with old versions. Maybe I encounter the same problem as yours. :roll:
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sigmamoon
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Thanks roubal for your support ;)

but face_off give me some good response of this problematic.

i ll post soon a video to explaine the difference between the v1.10 and v1.12

for me i wasnt some problems with the v1.10, as you can see on my video above, the octane SSS is pretty rapid and really nice.
But roeland (from the octane team) confirmate me some troubles with the las octane version.

and personnaly i sse more noisy effects than the v1.10

soon i ll post a personnal animation, showing the quality of octane SSS (v1.10)

thank you (i saw u resolv your transparency problem too)
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A2Zen
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Specular SSS give the same result both 1.10 and 1.12

and you have a choise to add a little bit glossy to it without mixing material ;)

roughness = 1 (no glossy)
Specular SSS no glossy
Specular SSS no glossy
put diffuse color more value (brighter) + roughness = 0.6 (semi-gloss)
Specular SSS with glossy
Specular SSS with glossy
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sigmamoon
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Thank you "A2Zen"

very nice example

but for me, even if it s pretty near the diffuse sss, the specular SSS is also different. We got always this "glass" aspect and, even if this example work well, i m not really sure it could be use for biological modeling.

i like your example but as we can see we are obligated to relight front of the object to have a result near. if you make your test, only with back light, i think you could see a reel difference between diffuse and specular SSS.

but it s a very interesting work, it help me.
thank you for your support
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bepeg4d
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hi, i also prefer to use specula-sss instead of diffuse-sss but you could obtain interesting results with diffuse-sss also with 1.11/1.12
if you use a float in the transmission node, you could use it like a power slider of the effect and give the colour via absorbtion (normal colour) and scattering (complementary colour). here is the same example in both standalone and c4d plugin:
dragon-sssdiffuse-01.PNG
dragon-sssdiffuse-02.PNG
ciao beppe
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