Hi,
Just a quick question, is it possible to have absorbtion or scattering medium on open meshes such as planes, landscape objects, sea etc?
Thanks.
SSS on open mesh
Moderators: ChrisHekman, aoktar
Hi Mikla,
While it it is possible to, for instance, enable transmission or SSS on thin meshes, such "physical shading" requires physical-plausible mesh, with thickness/depth. Therefore, any non-plausible zero-depth object will not be viable.
Having thickness/depth will also produce plausible results when rendering, regardless of whether it is for object/edible/character SSS, a liquid container, refraction and so on.
While it it is possible to, for instance, enable transmission or SSS on thin meshes, such "physical shading" requires physical-plausible mesh, with thickness/depth. Therefore, any non-plausible zero-depth object will not be viable.
Having thickness/depth will also produce plausible results when rendering, regardless of whether it is for object/edible/character SSS, a liquid container, refraction and so on.
With surfaces without thickness, like leaves and so on, you can use the Transmission channel in Diffuse/Universal materials to simulate sss:
viewtopic.php?f=6&t=54391&hilit=money+t ... on#p276883
Whit sea, the things are slightly different, since the ray doesn't change IOR until hits another surface, you can use a simple plane without thickness to simulate the sea/water with a Specular material, and use both Absorption or Scattering nodes in the Medium pin.
ciao,
Beppe
viewtopic.php?f=6&t=54391&hilit=money+t ... on#p276883
Whit sea, the things are slightly different, since the ray doesn't change IOR until hits another surface, you can use a simple plane without thickness to simulate the sea/water with a Specular material, and use both Absorption or Scattering nodes in the Medium pin.
ciao,
Beppe