Render this: SSS
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hi SOlo - I'm running away from this as fast as my wee legs can carry me!!!!
PS - those renders are amazing guys
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Just a very quick test with Maxwell 2.0 Standard SSS Honey material for the box and a concentric steel for the ball with physical sky.
-Brodie
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I like translucent materials.
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Guys these are looking great, I encourage everyone to try, and feel free to ask if you need help.
This one is a beach ball inside some sort of plastic material
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Tropical Frog inside alien snake.
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Here is yet another called...
Volcano in frosted glass
And I'm not sure what this is but a great paper weight it would make.
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cool, where did you get the volcano?
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It's a texture, a Vue texture.
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You might have a future in this kinda thing (ha!)
great job and a fun learning tool.
thanks solo!
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Pete, I just want to print those images and hang them on my walls! They're renderlicious!
Best.Render.Challenge.Ever. Just 2 materials on 1 simple object help keep things fun.
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Fun challenge! Here's my try. Multi-color SSS with smoked glass.
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I'm bent over ready for an arse kicking!!!! Twilight with on an easy medium.
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When I saw some of the images I just had a crack at it - couldnt believe it when it came out and it wsnt black - where do you guys get all the fabulous materials and how do you store them (what format)
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Dermot and Tallguy, nice job rendering, although you are lacking any visible sub surface scattering. The idea behind the thread was to display your favorite render engines ability to perform a SSS (subsurface scatter), which is namely the scattering of light below the surface of a material. Light will usually either pass through an object completely (transparency), pass through and bend (refraction), bounce off (reflection), or absorb (sub surface scattering). SSS is dependent upon the physical density of an object and it physical rate of light absorption. Things in the physical world that exhibit this behavior are wax, soap, skin, milk, plastic, etc. If you notice in all of Solo's renders, you can vaguely see where the light has passed through the outer cube and shown a hint of the sphere within.
It looks like you guys are using Twilight. Try using a SSS template with your materials and use spot lights or emitter lights instead of the physical sky. This will give a concentrated light source which the render engine can use to glean enough direct light bounces to perform the SSS.
Here's a quick test with Fryrender....emitter within SSS.
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Next time you ignore kitty, the dog will pay.
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THanks obviously I am way off track here. I will try to figure out the SSS system using kerkythea.
Thanks for pointing it out to me. I'm still not sure how to do it but I will try and figure out.
Oh well sorry to clog the thread.
s
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Cherry (flake car paint inside of) Coke - Twilight @ Easy 8 setting
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@tallbridgeguy said:
Oh well sorry to clog the thread.
s
No worries...all in good fun and a method for learning and comparison. Keep on trying and you'll get there before you know it. Wish I could help more with Kerky settings for SSS. Perhaps Miguel could lead you in the right direction.
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Sure, I posted some settings here:
http://twilightrender.com/phpBB3/viewtopic.php?f=16&t=356&p=2350Actually, a lot of materials present Sub-Surface Scattering. Just put a strong light behind a slab of marble, a plastic toy, or a china plate. The human body has SSS, too; wax candles, paper, even wood has it. It's just that most of the time it's not that noticeable under normal lighting.
I made two 30-minute renders with Twilight, one with Easy 09 (aka MLT or Metropolis Light Transport) and another with Easy 10 (aka Bidirectional MLT). These popular render methods are also available in Indigo and other unbiased render plug-ins. Spot the differences between MLT and Bi-MLT:
MLT:
Bi-directional MLT:
Here's the file so you can check the settings used:
sss cat.zipPete, I believe SSS looks much more spectacular on a dragon statue or something similar. Do you have one around?
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