[Bf-cycles] Global SSS Scale Multiplier

Matthew Heimlich matt.heimlich at gmail.com
Tue Aug 20 10:05:03 CEST 2013


Ah okay, yeah the UI makes it appear that the number is either rounded up
or stored as a 0 when small numbers are entered. Thanks for clearing up the
confusion.


On Mon, Aug 19, 2013 at 7:01 PM, Brecht Van Lommel <
brechtvanlommel at pandora.be> wrote:

> 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
> code.
>
>
> 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?
>>> http://www.pasteall.org/blend/23501
>>>
>>>
>>> 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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>>>>
>>>
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>>
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>
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