[Bf-cycles] "Is SSS ray" output and ray visibility

Sergey Sharybin sergey.vfx at gmail.com
Sat Jan 17 15:33:15 CET 2015

That's probably possible, but sounds a bit malformed. Internally SSS ray
only exists in medium with SSS shader and used for light attenuation in the
medium. From this point of view SSS ray visibility makes no sense sine
disabling it would basically mean removing SSS closure from the object.
That's not what you want i bet.

So main question is what you consider SSS ray.

Is it any ray after subsurface transmission as SSS ray? This is somewhat
weird for scenes when having multiple SSS objects, especially when having
Or is it first bounce after SSS transmission as a SSS ray? In this case you
wouldn't be able to make SSS ignoring reflected light.

What's the real-life example of such a setup you're trying to achieve?
(assuming Cycles is more or less physical based your setup seems a bit
weird :)

On Sat, Jan 17, 2015 at 6:51 PM, Greg Zaal <gregzzmail at gmail.com> wrote:

> Hey folks :)
> Is it possible to have a Ray Visibility switch for SSS, and possibly an
> "Is SSS ray" output for the light path node too? Or possibly just combine
> it with the Diffuse ray.
> Why would this help?
>    - At the moment it's impossible to have a light that only influences
>    glossy rays - artists sometimes like to control their specular highlights
>    separately (e.g. make them more prominent in the eyes) without affecting
>    the rest of the lighting. If you have no SSS shaders, you can just disable
>    everything except glossy in the Ray Visibility panel - but if you do have
>    some SSS, it is doomed to be lit as well.
>    See here: http://i.imgur.com/n2bNWvp.png - one red light underneath
>    that influences everything, and one blue light above that's only supposed
>    to influence glossy (sphere materials left to right: diffuse, glossy,
>    glass, SSS)
>    - I wrote a light manager add-on that is able to "turn off" the World
>    lighting temporarily by disabling all the Ray Visibility switches. Sure
>    this is a hacky solution, but it's more reliable than fiddling with the
>    nodes.
> So yeah - is this even possible? And if so, who I do I have to buy beer
> for to make it happen? :)
> Cheers,
> Greg
> _______________________________________________
> Bf-cycles mailing list
> Bf-cycles at blender.org
> http://lists.blender.org/mailman/listinfo/bf-cycles

With best regards, Sergey Sharybin
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