[Bf-cycles] Bf-cycles Digest, Vol 45, Issue 8

lsscpp lsscpp at gmail.com
Mon Jan 19 00:20:28 CET 2015


What matters here is if it's possible to control what a light (or a group
of objects/lamps) is seen by.
But i say, couldn't it be made at a higher and more useful level, like
having "Is object" or, maybe better "Is group" in the lightpath node?
I don't know how nodes work, but aren't "diffuse", "glossy", "shadow",
etc... some sort of "tags" attached to the rays? Wouldn't it be possible to
attach also a tag that says what an object/group is?

2015-01-18 12:00 GMT+01:00 <bf-cycles-request at blender.org>:

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> Today's Topics:
>
>    1. "Is SSS ray" output and ray visibility (Greg Zaal)
>    2. Re: "Is SSS ray" output and ray visibility (Sergey Sharybin)
>    3. Re: "Is SSS ray" output and ray visibility (Matthew Heimlich)
>    4. Re: "Is SSS ray" output and ray visibility (Greg Zaal)
>
>
> ---------- Messaggio inoltrato ----------
> From: Greg Zaal <gregzzmail at gmail.com>
> To: bf-cycles at blender.org
> Cc:
> Date: Sat, 17 Jan 2015 15:51:13 +0200
> Subject: [Bf-cycles] "Is SSS ray" output and ray visibility
> 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
>
>
> ---------- Messaggio inoltrato ----------
> From: Sergey Sharybin <sergey.vfx at gmail.com>
> To: bf-cycles at blender.org
> Cc:
> Date: Sat, 17 Jan 2015 20:33:15 +0600
> Subject: Re: [Bf-cycles] "Is SSS ray" output and ray visibility
> 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
> smoke.
> 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
>
>
> ---------- Messaggio inoltrato ----------
> From: Matthew Heimlich <matt.heimlich at gmail.com>
> To: bf-cycles at blender.org
> Cc:
> Date: Sat, 17 Jan 2015 09:42:39 -0500
> Subject: Re: [Bf-cycles] "Is SSS ray" output and ray visibility
> I think what Greg is going for is a lamp that would only affect glossy
> materials, for artistic highlights on eyes and such. Currently this is
> impossible because there's no way to turn off the influence of a lamp on a
> material with SSS. So it's not so much a request for turning off the SSS of
> the material, but rather the influence of the individual lamp.
>
> On Sat, Jan 17, 2015 at 9:33 AM, Sergey Sharybin <sergey.vfx at gmail.com>
> wrote:
>
>> 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
>> smoke.
>> 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
>>
>> _______________________________________________
>> Bf-cycles mailing list
>> Bf-cycles at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-cycles
>>
>>
>
>
> ---------- Messaggio inoltrato ----------
> From: Greg Zaal <gregzzmail at gmail.com>
> To: bf-cycles at blender.org
> Cc:
> Date: Sat, 17 Jan 2015 18:03:48 +0200
> Subject: Re: [Bf-cycles] "Is SSS ray" output and ray visibility
> Yep, Matt is right.
>
> Clearly I don't understand anything about SSS - all I want is to be able
> to prevent a light from affecting SSS shaders by disabling the SSS ray
> visibility on the lamp object (so that it can only affect glossy shaders
> and nothing else).
>
>
>
> On 17 January 2015 at 16:42, Matthew Heimlich <matt.heimlich at gmail.com>
> wrote:
>
>> I think what Greg is going for is a lamp that would only affect glossy
>> materials, for artistic highlights on eyes and such. Currently this is
>> impossible because there's no way to turn off the influence of a lamp on a
>> material with SSS. So it's not so much a request for turning off the SSS of
>> the material, but rather the influence of the individual lamp.
>>
>> On Sat, Jan 17, 2015 at 9:33 AM, Sergey Sharybin <sergey.vfx at gmail.com>
>> wrote:
>>
>>> 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
>>> smoke.
>>> 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
>>>
>>> _______________________________________________
>>> Bf-cycles mailing list
>>> Bf-cycles at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-cycles
>>>
>>>
>>
>> _______________________________________________
>> Bf-cycles mailing list
>> Bf-cycles at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-cycles
>>
>>
>
> _______________________________________________
> Bf-cycles mailing list
> Bf-cycles at blender.org
> http://lists.blender.org/mailman/listinfo/bf-cycles
>
>
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