Forum rules Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
I'll take a look. But didn't you say it was in poser plugin format?
The geometry and textures will load into anything. There is an OCS file in there two. It's only the SSS shader that I posted which is Poser plugin format, but shouldn't take much to convert it to Standalone.
it's the same OBJ for the both scene (cause i take the same octane scene for the v1.10 and the v1.11)
but i dont really know the scale of the object at the end.
you can download 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. More than, 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 was able to get SSS working on that model by dropping the scattering scale, but I could not get the nice effects you had with 1.10 in the short amount of time I had available. May I suggest post the info you've posted here in the Test forum as a bug report and hopefully someone more knowledgeable than us can shed some light on the issue.
face_off wrote:I was able to get SSS working on that model by dropping the scattering scale, but I could not get the nice effects you had with 1.10 in the short amount of time I had available. May I suggest post the info you've posted here in the Test forum as a bug report and hopefully someone more knowledgeable than us can shed some light on the issue.
Paul
Tanks a lot paul,
nice to talk about this problem cause as anybody wants to give me a reply, and i do many forum topics, it s just important to know for me if it s my fault or octane (even if i was pretty sure about this issue).
thanks a lot for your time and to have answer my issue
i think mib2berlin wants the same tchikcness ear SSS effect
even if it s a little wax effect in this blender exemple, i m pretty sure it s not really easy to do it inside octanerender v1.11
as you can see in my example above, it will be very easy over the v1.10, but something happen from the v1.11. or the SSS strategy have changed, and i dont know how to do it
mib2berlin, can you just put clear OBJ (maybe not exactly this head or something near) if i have some time i d like try it
or do you have seen my simple parameters to control the sss effect over the v1.10 octanerender?
I quickly turned off the front light and up the sss effect - and you can see there is some ear glow.
After that I played with the cone and emitter in standalone - comparing 1.00 with 1.10. They are different. Firstly I needed to disable alpha-shadows. Also, check your rayepsilon isn't wrong for your scene size. The maxdepth makes a HUGE difference. If you want strong sss in the ears, turn maxdepth down to 3 or 4. The higher the maxdepth, the more the sss bounces around diminishing the effect.
Another thing - SSS skin shaders mix a glossy and diffuse node. So the sss effect from the diffuse node will be diluted by the glossy.