... and another sss
Posted: Thu Oct 27, 2011 10:33 pm
because i'm no genius at creating materials and do this mostly by trial & error, i wanted to find out, what difference sss really makes - and so created a side by side example. for me it is hard to tell how subtle (more or less) effects like sss work, because you can tweak any material to a point where it looks good, given a specific setting.
so i created a simple amethyst-like material and put it on the good old dragon. it's easy to see that front dragon looks a lot more consistent then the one in the back, regardless of the thickness (and a lot more natural, if you ask me). of course with the same settings, except scattering.
by the way sss just doesn't work on diffuse materials for me. even the emission parameter has no effect.
btw: if you ever wondered, if it is possible to renderer two (or more) images in parallel - it is. if there is enough vram, cuda seems to equally spread the resources to every running instance of octane
so i created a simple amethyst-like material and put it on the good old dragon. it's easy to see that front dragon looks a lot more consistent then the one in the back, regardless of the thickness (and a lot more natural, if you ask me). of course with the same settings, except scattering.
by the way sss just doesn't work on diffuse materials for me. even the emission parameter has no effect.
btw: if you ever wondered, if it is possible to renderer two (or more) images in parallel - it is. if there is enough vram, cuda seems to equally spread the resources to every running instance of octane
