[Bf-cycles] Global SSS Scale Multiplier

Brecht Van Lommel brechtvanlommel at pandora.be
Mon Aug 19 23:50:15 CEST 2013

I'm not sure about this, in my opinion this is a setting that should be in
the shading nodes. It seems to me somewhat arbitrary that you would have a
global setting for this. If it's really needed it could be an object or
material setting, but I would rather not have it.

In the sample .blend that I linked to in my commit, there is a node group
with a global scale using some math multiply nodes, I think that works ok?

On Mon, Aug 19, 2013 at 11:11 PM, Matthew Heimlich
<matt.heimlich at gmail.com>wrote:

> Since we now have a proper Gaussian falloff for the SSS shader, I've been
> playing around with implementing the sum of Gaussians technique for
> rendering skin as explained in GPU Gems 3 and this year's SIGGRAPH talk
> "OSL The Great and Powerful". It's very fast to set up and is so far giving
> nice results. However, it uses 6 layers of SSS data, each with its own
> individual scale, some of which are very small numbers. Changing these
> scales one by one proves to be tedious when trying to get the scale of the
> material to match up with the scale of the object to which it is applied.
> I'd like to propose a global SSS multiplier, perhaps in the scene panel,
> that would allow us to quickly find the sweet spot for SSS shading,
> especially when using multi-layer setups. It would be especially useful for
> the SoG method where certain values are measured real-world levels, but
> where modeling scale may not be in real world units. Any thoughts on this
> matter would be appreciated.
> Cheers,
> Matt Heimlich
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> Bf-cycles at blender.org
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