<div dir="ltr">I recalled Brecht mentioned something about this some time ago. Allow me to quote here:<div><br></div><div>"<span style="background-color:rgb(253,253,253);color:rgb(68,68,68);font-family:'Helvetica Neue',Arial,sans-serif;font-size:13px;line-height:17px">Generally you'll want to use the Mix Shader to combine BSDF, Subsurface Scattering and Holdout nodes. For Emission and Background nodes Add Shader is ok."</span></div><div><span style="background-color:rgb(253,253,253);color:rgb(68,68,68);font-family:'Helvetica Neue',Arial,sans-serif;font-size:13px;line-height:17px">"</span><span style="background-color:rgb(253,253,253);color:rgb(68,68,68);font-family:'Helvetica Neue',Arial,sans-serif;font-size:13px;line-height:17px">For translucent BSDFs you still want to mix. A photon that hits a surface can either reflect or transmit, not both.</span><span style="background-color:rgb(253,253,253);color:rgb(68,68,68);font-family:'Helvetica Neue',Arial,sans-serif;font-size:13px;line-height:17px">"</span></div><div><span style="background-color:rgb(253,253,253);color:rgb(68,68,68);font-family:'Helvetica Neue',Arial,sans-serif;font-size:13px;line-height:17px">"</span><font color="#444444" face="Helvetica Neue, Arial, sans-serif"><span style="line-height:17px">Add Shader does not clip colors. Cycles will output unclipped float colors to the compositor and EXR files.</span></font><span style="background-color:rgb(253,253,253);color:rgb(68,68,68);font-family:'Helvetica Neue',Arial,sans-serif;font-size:13px;line-height:17px">"</span></div></div><div class="gmail_extra"><br><div class="gmail_quote">On Sat, Feb 28, 2015 at 5:45 PM, Andreu Cabré <span dir="ltr"><<a href="mailto:andreucabre@gmail.com" target="_blank">andreucabre@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">In my limited experience, one case where it's ok is when you are adding different color glass shaders that together add up to white, specifically to fake color dispersion in glass. It might be too obvious, tho.<br>
<br>
Regards,<br>
Andreu Cabré<br>
<br>
My blogs:<br>
<a href="http://www.andreucabre.com" target="_blank">www.andreucabre.com</a><br>
<a href="http://divagacionspoemesiraps.blogspot.com" target="_blank">divagacionspoemesiraps.blogspot.com</a><br>
<a href="http://anglespercatalans.blogspot.com" target="_blank">anglespercatalans.blogspot.com</a><br>
<div><div class="h5"><br>
<br>
> On Feb 27, 2015, at 10:01 PM, Greg Zaal <<a href="mailto:gregzzmail@gmail.com">gregzzmail@gmail.com</a>> wrote:<br>
><br>
> As the subject says, where can the Add Shader be used without breaking energy conservation?<br>
><br>
> I know it can definitely be used to add Volume Scatter and Absorption (to color the volume correctly), but where else?<br>
><br>
> I also suspect it's OK to add a translucency shader to things, since that only results in light from the back of faces (and a tiny bit on the front face if bounces > 0, which is just light from the back face passing through again), but I'm not completely sure.<br>
><br>
> The Hair shader has a Reflection and Transmission component - are these intended to be added or mixed together?<br>
><br>
> Cheers,<br>
> Greg<br>
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</blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="gmail_signature"><div dir="ltr">Leon Cheung<div>a.k.a. Zhang Yu | 老猫</div></div></div>
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