I have been futzing around with sub-surface scattering (SSS) all afternoon to try and make a semi-decent coffee cup and cannot for the life of me get anything approaching the translucency or scattering required. There's nothing here help-wise in the LightWave forum that I've been able to find, and the only search hits I've gotten in other forums are years old and/or for Cinema 4D.
I've tried adapting what I've seen in the C4D help documentation to LightWave, but the best I've been able to achieve is a very, very black (but shiny!) cup that sort of looks like it's doing SSS, but no amount of tweaking is getting me anywhere close to my goal: a simple white china- or porcelain-like surface.
Before I declare defeat and just use a combo diffuse and glossy material, I thought I'd shout out into the darkness and hope someone can give me just a very basic hint or two. If I just had a passable starting point, I think I could feel my way from there. Thanks!
Tips for sub-surface scattering (SSS) for realistic ceramics
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- scooternva
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Octane 2020.2.3.1 | LightWave 2019.1.5 (3134) | Win10 Pro 19041.1052 | 2 x Gigabyte AORUS RTX 2080 Ti Xtreme w/NVLink | Gigabyte AORUS Xtreme X399 | AMD Ryzen 2950X | 64 GB RAM | SSDs: Samsung 970 PRO 512 GB + Seagate FireCuda 510 2 TB | blog.gammans.zone
- scooternva
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No one models ceramics? Is this thing on?
Octane 2020.2.3.1 | LightWave 2019.1.5 (3134) | Win10 Pro 19041.1052 | 2 x Gigabyte AORUS RTX 2080 Ti Xtreme w/NVLink | Gigabyte AORUS Xtreme X399 | AMD Ryzen 2950X | 64 GB RAM | SSDs: Samsung 970 PRO 512 GB + Seagate FireCuda 510 2 TB | blog.gammans.zone
Can you show use examples/problems you might think you have/expect, I never used SSS for ceramic materials so far and none of my Architect clients argued and said it's not looking like ceramics
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Lewis
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Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Hi _ yes _ i think there is a confusion, because ceramic is a fired clay object.
For more realistic render, you can add some micro rifts, cracks on a layer surface coat film reflection.
https://5500k.fr/
For more realistic render, you can add some micro rifts, cracks on a layer surface coat film reflection.
https://5500k.fr/
- tomas.base
- Posts: 9
- Joined: Tue Jun 02, 2020 1:51 pm
- Location: Czech Republic
Try my porcelain and possibly modify it.
- Attachments
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- porcelain.orbx
- ORBX material (OCT 2020.2.4)
- (11.81 KiB) Downloaded 148 times
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- porcelain_srf.zip
- LW surface (2015.3)
- (1.75 KiB) Downloaded 160 times
Hi Tomas, I am curious to know why a γ2.2 gamma-exponent has been applied to all your shading network. Octane should allow you in its preference, to change the color picker from Linear-sRGB to non-linear sRGB (with an EOTF applied, likely the approximation of the piece-wise function) thus making this operation not required.tomas.base wrote:Try my porcelain and possibly modify it.
- tomas.base
- Posts: 9
- Joined: Tue Jun 02, 2020 1:51 pm
- Location: Czech Republic
I don't know how to set it up in Lightwave as far as it goes. The recommendation for the LW plugin is to set all items in colorspace to linear. Then I have to correct the gamma everywhere. It is not in the plugin settings.elsksa wrote:Hi Tomas, I am curious to know why a γ2.2 gamma-exponent has been applied to all your shading network. Octane should allow you in its preference, to change the color picker from Linear-sRGB to non-linear sRGB (with an EOTF applied, likely the approximation of the piece-wise function) thus making this operation not required.tomas.base wrote:Try my porcelain and possibly modify it.
If I set the LW setup so that the picked colors match the IPR (Palette files = sRGB, DisplayColorSpace = sRGB, others LINEAR) then I don't have to correct anything, but it doesn't match ShaderBall. It is faster for more complex scenes. And that's the problem, because in a difficult scene, I have to wait a few minutes before I see the result.
Sometimes I use Standalone to create the material, for example a gradient node is badly used without a graphic slider.
I also prefer the LW palette in linear, the default one, because LW2015 under Windows 10 is non-functional in some things about color presets in the palette. It took me a while to figure out how to sync the Modeler. LW is already dead.
I'm moving to Cinema 4D, but I will miss the LW experience from version 5 for a long time.
If someone can set Lightwave so that the RGB spectrum without GAMMA correction in IPR corresponds to ShaderBall, then I'm probably blind, because I tried all the options to set up ColorSpace in LW. Or can someone advise me how.