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SSS Test with Paul Debevec scanned Head

Posted: Thu Oct 27, 2011 3:54 pm
by OctaneFX
This is a test of SSS with Octane 1.0 beta 2.55 (mesh+textures taken from Paul Debevec's website).
Rendered with DirectLighting Kernel and Daylight Environmemt. Skin material is a Mix Material ( Glossy + SSS_Difuse).

Re: SSS Test with Paul Debevec scanned Head

Posted: Thu Oct 27, 2011 4:30 pm
by kubo
why DL? could you try with PT and an HDRI as enviroment, this is just an educated guess, and my little tests too, but since the sun doesn't go thru transparente materials is most likely not getting all the juice out of SSS yet, while and HDRI would.
However it is an awesome head!

Re: SSS Test with Paul Debevec scanned Head

Posted: Thu Oct 27, 2011 4:51 pm
by telemmaite
I dont think SSS_Diffuse is working at all. You have to use Specular material. At least that is how it works for me Diffuse + SSS (scattering + absorbtion) never updates no matter what medium slider i move.

Re: SSS Test with Paul Debevec scanned Head

Posted: Thu Oct 27, 2011 6:37 pm
by OctaneFX
kubo : I have made the tests with Directlighting for speed rendering and no hotpixels reasons.
telemmaite : This is my first fantastic day with SSS in Octane, so I'll try next days different settings to improve my technic.
I also had the same issue with Diffuse + SSS (scattering + absorbtion : never updates no matter what medium slider i move). The only way to change that for me is to add emission to diffuse SSS, my example here :
http://www.refractivesoftware.com/forum ... &mode=view
Thanks.