realistic skin lack sss

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mental manson
Posts: 5
Joined: Mon Mar 01, 2010 11:57 am

is there anyway i can do sss in octane ... any idea would be helpfull :idea:
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black dude
black dude
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hi,

There is no support for true SSS at this time,
but you can use diffuse transmission, to obtain a pseudo SSS like effect,
that in some cases gives a decent result.

You make a diffuse material and connect a colour or texture node to the 'transmission' input (the 2nd input pin).
You can use a mix material to mix it with another one like a glossy to get a specular highlight.

It will require quite a bit of tweaking, i would try a faint amount of red transmission, eg transmit a dark red colour.
Sometimes placing an area light behind the head to view the red transmission effect on the ear could be handy when finetuning the material.

Radiance
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Cronicash
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Very nice job indeed. What did you use to model this with?
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mental manson
Posts: 5
Joined: Mon Mar 01, 2010 11:57 am

thank u radiance so much for the info and tips im gonna try it
and about the model its dazstudio ready model i just export it from poser to obj for octane SO I played with MATERIAL maps BUMP SPEC ETC. MY GOAL WAS TO FIND OUT WAT is THE BEST tweak for skin material in octane to achieve ultra realistic charactar looking .thanx to octane it did the job even without sss when i saw the resaults :shock: octane rocks. here is the same model renderd on poser setting maxed with gi
btw will it make any difference if i do the bump maping already on zbrush ?
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the skin details looks %100 better in octane
the skin details looks %100 better in octane
mental manson
Posts: 5
Joined: Mon Mar 01, 2010 11:57 am

here is a scene with high beam sunlight that i can but the character in so the sss effect :oops: would be nice
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stonemason.jpg
bitoffish
Licensed Customer
Posts: 30
Joined: Sun Jan 02, 2011 7:05 pm

radiance wrote:Hi,

There is no support for true SSS at this time,
but you can use diffuse transmission, to obtain a pseudo SSS like effect,
that in some cases gives a decent result.

You make a diffuse material and connect a colour or texture node to the 'transmission' input (the 2nd input pin).
You can use a mix material to mix it with another one like a glossy to get a specular highlight.

It will require quite a bit of tweaking, i would try a faint amount of red transmission, eg transmit a dark red colour.
Sometimes placing an area light behind the head to view the red transmission effect on the ear could be handy when finetuning the material.

Radiance
Can you explain exactly what the transmission property effects on the diffuse materials? I've tried applying both an RGBSpectrum, and a Floattexture to the transmission pin on the diffuse texture, and see absolutely no difference in the material ball.
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cornel
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Posts: 132
Joined: Sun Nov 14, 2010 11:31 pm
Location: Munich, Germany

@bitoffish,
the effect requires pathtracing to be enabled. Have you checked that?
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bitoffish
Licensed Customer
Posts: 30
Joined: Sun Jan 02, 2011 7:05 pm

Ah. Now I see it. Thanks!
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