I saw in http://www.octanerender.com/forum/viewt ... f=6&t=1226 a curious bug.. the material are similar to SSS2..but they say that it's a bug..
So I want obtain this bug for the skin.. How I can do it?
Thanks
SSS2 Sub Scattering simulation in Octane
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Nobody help me in this experiment? 

Ciao Beppe, grazie della dritta.. si dice "You just need to create diffuse material, link it to object in mesh and then add another node (it may be rgb spectrum for example), and link it to transmission slot in previous diffuse material (empty dot slot)." va beh..tenterò di capirci di più su questo strano bug.. Ciao!bepeg4d wrote:Do you mean something like this?
http://www.refractivesoftware.com/forum ... f=6&t=1622
ciao beppe
Actually how hard is it to embed SSS into the render kernel?
Is it depending a lot on the CUDA framework or is it something independent?
Any ideas when "real" SSS will be in sight?
Is it depending a lot on the CUDA framework or is it something independent?
Any ideas when "real" SSS will be in sight?
SSS is slated for v. 2Refracty wrote: Any ideas when "real" SSS will be in sight?
See here: http://www.refractivesoftware.com/forum ... sss#p25254
Eventhough it is not true subsurface the new mix-material does have the advantage of useing in the case of humanoid renders a difused map along with sss map. Using DAZ Studio I have added sss maps to the refraction color channel to simulate sss, a similar approach can be used with Octane.
Hopefully we will get a true sss for later use.
Hopefully we will get a true sss for later use.
Win 11 64GB | NVIDIA RTX3060 12GB
Hi Tugpsx,
how does a SSS map look like? Is the thinness of a material defined as black / white values?
Can you attach an example of an SSS map, because I am not familiar with DAZ Studio.
Thank you.
Refracty
how does a SSS map look like? Is the thinness of a material defined as black / white values?
Can you attach an example of an SSS map, because I am not familiar with DAZ Studio.
Thank you.
Refracty
Has anybody an example of an SSS map?
Thank you.
R
Thank you.
R
From jamie over at Ten24
There are quite a few products over at DAZ3d.com that come with "subsurface maps" do a quick search for subsurface

The refraction index of skin is generally believed to be between 1.37 and 1.42 this shader had it set to 1.37
Epidermis VisibilitySubdermis Visibility
This is the relatively thick fatty bloody layer below the Epidermis it contributes quite heavily to the reddish colour of the skin as the light passes through the capillaries where the light is tinted by the blood. I've set this to 20% make the overall value of the Diffuse Epidermis and Subdermis up to 100%. Again I've left the Distance at the default 2.2mm and the gamma at 1.0 and as before changed the samples to 4.
I followed the above advice when rendering this image.The epidermis is the colorless translucent top most layer of tissue; it allows a lot of light through to the fatty sub-dermis layer below. I've set the visibility to 30% the distance to 1.5mm, as is the default on the shader. When changing the distance settings you should always take into account the scale to which you model is made. I modeled my head to a realistic scale and as such the default settings were pretty much right from the offset. Gamma I l left at 1.0 and I changed the samples to 4, simple for speed at first but when I did some render tests I couldn't really see any difference between 4 and 8 so I left them at 4.
There are quite a few products over at DAZ3d.com that come with "subsurface maps" do a quick search for subsurface

Last edited by Tugpsx on Sat Apr 16, 2011 7:10 pm, edited 1 time in total.
Win 11 64GB | NVIDIA RTX3060 12GB