... and another sss

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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

because i'm no genius at creating materials and do this mostly by trial & error, i wanted to find out, what difference sss really makes - and so created a side by side example. for me it is hard to tell how subtle (more or less) effects like sss work, because you can tweak any material to a point where it looks good, given a specific setting.

so i created a simple amethyst-like material and put it on the good old dragon. it's easy to see that front dragon looks a lot more consistent then the one in the back, regardless of the thickness (and a lot more natural, if you ask me). of course with the same settings, except scattering.

by the way sss just doesn't work on diffuse materials for me. even the emission parameter has no effect.
btw: if you ever wondered, if it is possible to renderer two (or more) images in parallel - it is. if there is enough vram, cuda seems to equally spread the resources to every running instance of octane ;)
Attachments
DragonC.png
The obvious is that which is never seen until someone expresses it simply

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gah5118
Licensed Customer
Posts: 358
Joined: Thu Jun 02, 2011 4:25 pm

where can i download the dragon object?
thanks!
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

gah5118 wrote:where can i download the dragon object?
thanks!
http://graphics.stanford.edu/data/3Dscanrep/
The obvious is that which is never seen until someone expresses it simply

1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
gah5118
Licensed Customer
Posts: 358
Joined: Thu Jun 02, 2011 4:25 pm

lol thanks, was just about to post that i had found it.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
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