Now that we' ve got all these nice absorbtion parameters to play with I tried to create the SSS effect by creating a mix node that contains a glossy and specular material (with absorbtion).
It is not a 100 percent correct SSS effect but at least it is half way done.
I really hope that real SSS will come soon but until that day we have to cheat and play around with the sliders we have got.
Any ideas for improvement welcome.
Thank you.
Refracty
SSS Effect Test
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Can you please upload to the Live DB? or at least post an image of your settings for the various nodes? This would be of great benefit to those of us too lazy to fiddle 

CPU - i7-950 3.06 Ghz, 24GB Ram, Win7 x64, 2 display monitors, GeForce GTX 580 3GB Classified. I'm glad to say I LOVE OCTANE!
Here are the magic settings for the specular node. The other is a simple glossy with little roughness and specular, nothing special.
Hope that helps
Hope that helps

Brilliant Refracty, it workstation very well
ciao beppe

ciao beppe
Your welcome friends.
I thinkthe mix value is around 0.5. Nothing special.
I am not in my office right now to check but I will create a material with a tilable skin bump and load it up to the liveDB soon.
One thing to note is that the opacity of the specular has to be 1 (like you see in the settings).
I thinkthe mix value is around 0.5. Nothing special.
I am not in my office right now to check but I will create a material with a tilable skin bump and load it up to the liveDB soon.
One thing to note is that the opacity of the specular has to be 1 (like you see in the settings).
Try using a specular map for depth of absorption
Last edited by Tugpsx on Sat Sep 10, 2011 8:34 am, edited 1 time in total.
Win 11 64GB | NVIDIA RTX3060 12GB
A absorbtion map makes sense. I just set this up in 5 minutes so in the future I will take more time to create an absorbtion map and a sss color map...
Here is a quick example with spec map used for depth of absorbtion. Raw render no postwork yet.
Win 11 64GB | NVIDIA RTX3060 12GB