@Notiusweb
1. I haven't found the hot pixel problem - and I've tried multiple scenarios.
2. I also cannot replicate the 'darkening' that you are experiencing.
3. I've found that Random Walk SSS works perfectly well with the Daylight system.
You'll find that both the legacy 'Scattering' and 'Random Walk' will always look a lot better when using path tracing or PMC as full light transport will be calculated - this won't happen with Direct lighting as there is no indirect light being calculated.
Questions on Random Walk SSS
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Hey D,
Give this scene a whirl, I think you will see the Hot Pixel Phenomenon.
It happens the more separated the Transmission and Radius colors are.
The thing with my characters is that I like to have them with a heavier SSS like red-pink, not a soft white-pink.
But, the closer I being them to parity,then the Hot Pixel disappears. But it limits the utility of some of the SSS here.
The other thing was a mis-type, I mean to say Direct Lighting and I put Daylight.
So if you use Direct Lighting, the Random Walk SSS will be black, whereas with path Tracing it will render.
The thing here again is the utility of it here is less than a traditional SSS, where I could render the object either way.
Thx!
Give this scene a whirl, I think you will see the Hot Pixel Phenomenon.
It happens the more separated the Transmission and Radius colors are.
The thing with my characters is that I like to have them with a heavier SSS like red-pink, not a soft white-pink.
But, the closer I being them to parity,then the Hot Pixel disappears. But it limits the utility of some of the SSS here.
The other thing was a mis-type, I mean to say Direct Lighting and I put Daylight.
So if you use Direct Lighting, the Random Walk SSS will be black, whereas with path Tracing it will render.
The thing here again is the utility of it here is less than a traditional SSS, where I could render the object either way.
Thx!
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External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
J.C wrote:Sure, here is my material setup:
Material: Medium details. Here I'm using color for radius: Diffuse details:
Hi JC, thanks for sharing this - looks awesome! I'm trying to replicate this and curious about the layer group of specular and sheen layers on the right portion of the node trees. As soon as I try to add them, the look appears too glassy. Are you just using very small opacity percentages for both layers, or are you using maybe thin film to give you just reflections? Would love to hear more about your approach. Thank you!
Hi feels, in Specular layer I enabled Thin layer, added roughness map and bump map.feels wrote: Hi JC, thanks for sharing this - looks awesome! I'm trying to replicate this and curious about the layer group of specular and sheen layers on the right portion of the node trees. As soon as I try to add them, the look appears too glassy. Are you just using very small opacity percentages for both layers, or are you using maybe thin film to give you just reflections? Would love to hear more about your approach. Thank you!
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System – Windows 11
My Behance portfolio, Blender plugin FB support group