Please, combine diffuse and glossy shader.
If specular=0 then shader=diffuse, if >0 then specular.
Or add SSS channel to glossy shader.
This is made workflow and tuning of shaders more easy.
Thanks.
Crazy feature request :)
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interesting request, but you forgot the emission channel of the diffuse material 
for me, the diffuse material is good only for emission, absolutly not good for sss. if you want a glossy material with sss simply switch to specular material with 0 or low transmission, it's perfect not only for trasparent materials and it's extremly flexible
ciao beppe

for me, the diffuse material is good only for emission, absolutly not good for sss. if you want a glossy material with sss simply switch to specular material with 0 or low transmission, it's perfect not only for trasparent materials and it's extremly flexible

ciao beppe
bepeg4d wrote:interesting request, but you forgot the emission channel of the diffuse material
for me, the diffuse material is good only for emission, absolutly not good for sss. if you want a glossy material with sss simply switch to specular material with 0 or low transmission, it's perfect not only for trasparent materials and it's extremly flexible
ciao beppe
I've used diffuse material with SSS for things like a silicone watch band that scatters a little. Spectral would not work in this case.
So, I think the 3 materials have their uses.
if you start using a glossy, but end up just wanting diffuse, just change the node type.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
If I need glossy reflection and sss I should use mixed materials - it is not comfortable. This is just workflow - not internal shader logic.kavorka wrote:bepeg4d wrote:interesting request, but you forgot the emission channel of the diffuse material
for me, the diffuse material is good only for emission, absolutly not good for sss. if you want a glossy material with sss simply switch to specular material with 0 or low transmission, it's perfect not only for trasparent materials and it's extremly flexible
ciao beppe
I've used diffuse material with SSS for things like a silicone watch band that scatters a little. Spectral would not work in this case.
So, I think the 3 materials have their uses.
if you start using a glossy, but end up just wanting diffuse, just change the node type.
you don't need a mix material, the specular materia has all the necessary channels for glossy reflection, just make it solid 
here is an example of skin shader made only with one specular material node: [vimeo]http://www.vimeo.com/64817671[/vimeo]
ciao beppe

here is an example of skin shader made only with one specular material node: [vimeo]http://www.vimeo.com/64817671[/vimeo]
ciao beppe
WOW! Thanks, I try.bepeg4d wrote:you don't need a mix material, the specular materia has all the necessary channels for glossy reflection, just make it solid
here is an example of skin shader made only with one specular material node: [vimeo]http://www.vimeo.com/64817671[/vimeo]
ciao beppe
Show setting please.
hi, please refer to this discussion for details 
http://render.otoy.com/forum/viewtopic. ... 29#p136329
ciao beppe

http://render.otoy.com/forum/viewtopic. ... 29#p136329
ciao beppe
Thanks!bepeg4d wrote:hi, please refer to this discussion for details
http://render.otoy.com/forum/viewtopic. ... 29#p136329
ciao beppe
it can work only from 1.11 and abovesqjam wrote:@bepeg4d
Your shader work in 1.13 and don't work in 1.10.

in 1.11 the sss system was completely rewritten and the new "fake shadow" option was added to the specular material. without this option no magic could happen

ciao beppe