[Bf-cycles] Global SSS Scale Multiplier
Brecht Van Lommel
brechtvanlommel at pandora.be
Tue Aug 20 01:01:47 CEST 2013
You can enter very small values and they will be stored, but it seems the
user interface does not display them. So basically this is a bug in the UI
On Tue, Aug 20, 2013 at 12:24 AM, Matthew Heimlich
<matt.heimlich at gmail.com>wrote:
> It could work well as a per object parameter, or as a per material
> parameter as long as it applied to all SSS shaders in that material.
> Another issue with SSS scale that I've noticed while working on this
> shader is that we can't input very small numbers. For example, one layer of
> the SoG skin uses a variance value of .0064mm. Right now the only way to do
> numbers this small is to have both a very small RGB radius, and a very
> small scale. Any chance we could have the option to have the radii values
> store more than 3 places after the decimal?
> On Mon, Aug 19, 2013 at 5:50 PM, Brecht Van Lommel <
> brechtvanlommel at pandora.be> wrote:
>> 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.
>>> Matt Heimlich
>>> Bf-cycles mailing list
>>> Bf-cycles at blender.org
>> Bf-cycles mailing list
>> Bf-cycles at blender.org
> Bf-cycles mailing list
> Bf-cycles at blender.org
-------------- next part --------------
An HTML attachment was scrubbed...
More information about the Bf-cycles