Crazy feature request :)

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sqjam
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Please, combine diffuse and glossy shader.
If specular=0 then shader=diffuse, if >0 then specular.
Or add SSS channel to glossy shader.
This is made workflow and tuning of shaders more easy.
Thanks.
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bepeg4d
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interesting request, but you forgot the emission channel of the diffuse material ;)
for me, the diffuse material is good only for emission, absolutly not good for sss. if you want a glossy material with sss simply switch to specular material with 0 or low transmission, it's perfect not only for trasparent materials and it's extremly flexible ;)
ciao beppe
kavorka
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bepeg4d wrote:interesting request, but you forgot the emission channel of the diffuse material ;)
for me, the diffuse material is good only for emission, absolutly not good for sss. if you want a glossy material with sss simply switch to specular material with 0 or low transmission, it's perfect not only for trasparent materials and it's extremly flexible ;)
ciao beppe

I've used diffuse material with SSS for things like a silicone watch band that scatters a little. Spectral would not work in this case.
So, I think the 3 materials have their uses.

if you start using a glossy, but end up just wanting diffuse, just change the node type.
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sqjam
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kavorka wrote:
bepeg4d wrote:interesting request, but you forgot the emission channel of the diffuse material ;)
for me, the diffuse material is good only for emission, absolutly not good for sss. if you want a glossy material with sss simply switch to specular material with 0 or low transmission, it's perfect not only for trasparent materials and it's extremly flexible ;)
ciao beppe

I've used diffuse material with SSS for things like a silicone watch band that scatters a little. Spectral would not work in this case.
So, I think the 3 materials have their uses.

if you start using a glossy, but end up just wanting diffuse, just change the node type.
If I need glossy reflection and sss I should use mixed materials - it is not comfortable. This is just workflow - not internal shader logic.
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bepeg4d
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you don't need a mix material, the specular materia has all the necessary channels for glossy reflection, just make it solid ;)
here is an example of skin shader made only with one specular material node:

https://vimeo.com/64817671

[vimeo]http://www.vimeo.com/64817671[/vimeo]
ciao beppe
sqjam
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Posts: 20
Joined: Tue Apr 09, 2013 3:37 pm

bepeg4d wrote:you don't need a mix material, the specular materia has all the necessary channels for glossy reflection, just make it solid ;)
here is an example of skin shader made only with one specular material node:

https://vimeo.com/64817671

[vimeo]http://www.vimeo.com/64817671[/vimeo]
ciao beppe
WOW! Thanks, I try.
Show setting please.
sqjam
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bepeg4d wrote:hi, please refer to this discussion for details ;)
http://render.otoy.com/forum/viewtopic. ... 29#p136329
ciao beppe
Thanks!
sqjam
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@bepeg4d
Your shader work in 1.13 and don't work in 1.10.
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bepeg4d
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sqjam wrote:@bepeg4d
Your shader work in 1.13 and don't work in 1.10.
it can work only from 1.11 and above ;)
in 1.11 the sss system was completely rewritten and the new "fake shadow" option was added to the specular material. without this option no magic could happen :)
ciao beppe
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