I am trying to have a correct SSS, here testing with marble.
But i don't really understand why there is no scattering on the glossy material.
On this example, the best result i can get is mixing a specular mtl to a glossy one, but i don't like the fact of mixing materials, it isn't for me physically correct.
Is it possible to add a better way to do SSS on the 2.0? Like a skin shader in arnold, or just add a scattering node for the glossy material.
Model from Bertrand Benoit.
Marble SSS
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I agree. I have run into similar problems. A mix material in this case only degrades the effect of either layer, and they end up fighting each other.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
+ 1000
This is time consuming !
This is time consuming !
AMD 9950x3D / RTX 4090 / RTX 3090 / 192 Go DDR5 / Win 11
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- RealityFox
- Posts: 273
- Joined: Sat May 05, 2012 1:43 pm
I have found that using a mix node and then adding a fall off texture to the mix kind of helps usually. Needless to say, I really wish they would make a skin node and once they have the hair rendering implemented, hopefully, they can put in a hair material node. It would be nice if they did simplify the process for SSS.
Your renders looks pretty good btw, I think maybe doing some more work to the picture frame area (I think that is what it is) would help sell it better. It's a bit distracting from the marble.
Your renders looks pretty good btw, I think maybe doing some more work to the picture frame area (I think that is what it is) would help sell it better. It's a bit distracting from the marble.
- tonysculptor
- Posts: 62
- Joined: Fri Aug 16, 2013 12:27 am
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By their nature, glossy materials can't have SSS in them. I had the same problem with making skin. What I did find is that if you use a specular material only with SSS and crank the scatter scale values to a high value you can get the desired result. A specular material still calculates reflection so the higlights should behave properly.
Tony Reynolds
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
I think that there is an infinity of materials between diamonds and rough cardboard. Very few perfect materials indeed. I see no problem with mixing material nodes.but i don't like the fact of mixing materials, it isn't for me physically correct.
Also, sometimes, the inside of an object has different characteristics than the surface, and it can be reproduced imho only by mixing materials of different kind.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
I agree for the most part, but mixing in many cases is a trade-off between the layers in the mix, where the qualities of the layers fight each other. As a result, often, you can't get the "perfect" set of qualities because they aren't truly layered one on top of the other. They are what the name implies..."mixed".I see no problem with mixing material nodes.
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- xxdanbrowne
- Posts: 503
- Joined: Wed Feb 06, 2013 2:38 am
Yes that material is gorgeous. If possible, would you mind uploading it to the liveDB please karba?