Render this: SSS
-
TBG - It is to a degree, although it appears to be more of a frosted glass. With SSS you'd expect to see less light absorbed into the thicker areas (i.e. the corners of the cube) and more light absorbed into the thinner areas (those closest to the sphere). In your render you can see the light passing through the thick areas too uniformly to be a true rendition of what SSS would look like. The dark areas in your render appear to be more shadow casting than that of light block through physical density. Keep trying though...you're getting closer.
-
Thanks for the help! It is an interesting subject and I appreciate the feedback. I have to say it is a difficult subject.
s
-
frosted glass and a shiny ball! my god sss takes long time to render! this ones not exactly sss but looks pretty cool!
earthmover: those look sweet! could be ornamental lights!
-
here's one. . .no idea what I am doing. Just clicking a lot of buttons and hoping for the best.
-
whaat's wax.. no ambient
-
we should be using an organic model for SSS:
this is with some fake emitters within rubber ball material, SSS density 0.05
-
Fair enough, maybe my model is a little challenging as it requires very specific materials in order for overlapping textures to display SSS.
So here is a Dragon as previously requested, feel free to do the SSS light effect. I used this model as if you do an Internet search on subsurface scattering you will find this particular one most used (think of it as the Barcelona chair of SSS)
-
my try, this is fun! had a couple tries but was very baddddddddddd
hopefully this one is ok, rendered it when i was sleeping
-
I did a quick one using the studio setup from the other thread and three lights.
-
Before I put myself into the mouth of the dragon I will post these
-
now you just need a jade sss material
-
and one more
-
nice pete, looks real! good thread mate, dont get to use sss at all really.
-
This is my last attempt at this - The SSS material in the twilght library didnt render well at all as the cube material turned out very flat. This one came out very interesting with the HDRi image really affecting it. I'm learning alot using this tutorial
-
After doing some more research on the subject now I think some of the renders here show more absorption than SSS. The classic example of an SSS material is human skin.
Thanks for the dragon, Pete, I'll give it a go tonight.
-
Cheers for the standford dragon model solo, ive tried getting it in to SU a few times but its always been to heavy. I guess you poly reduced it a lot before taking it in to SU?
-
Pleasure guys, yeah Remus I reduced it 90%, so lots of fine detail is lost.
Miguel, SSS has many factors, human skin is an example of the Translucency of a material as well as forward absorbsion. Jade will have less translucency, more refraction and slight absorbtion.
Here is my attempt at Ruby material, as well as my settings.
-
Nice one Adam.
-
Thanks Pete...I actually cheated a little and used the high poly dragon since it was in Max. Looking at yours...I should've jacked up the specularity a little.
Pete, have you tried using different color lights with a white SSS material? That should be interesting.
-
a quick 30 second render.
Advertisement