- Wed May 25, 2016 8:53 pm
#391182
Testing the new sss performance in mw3.2
I grabbed a bunch of photo-scanned food models from this site:http://www.blankrepository.com/
The quality there is pretty good, esp the maps, but the models are raw highpoly scans, I just rendered them as is, I would retopo them if I knew how to.
This Avocado has a second geometry just underneath with a pure black material, which makes the sss more solid looking, like a shell/skin.
I think the mango still needs some work..
Really pleased with the new sss, it is much more tolerant of weightmapping and high contrast mapped trans, and its faster ofcourse. (but these renders can still be pretty slow).
I'm not that happy with the dry bread materials, its really hard to keep the overall contrast, when mixing in a broad soft forward scattering bsdf. I hope a skin shader will help (one day) for dry breads.
There is some light-pollution in the maps so its a bit of hit and miss as to which models can be rendered well, the mxm's are fairly simple; a baselayer with 1 diffuse bsdf and 1 sss bsdf (a second broad sss-bsdf needed for the breads + the mushroom render). An additive spec layer is on top. Eyeballing the results is painful and requires patience < warning.
I'll post some more tests soon and some other renders that I cant find right now.
I grabbed a bunch of photo-scanned food models from this site:http://www.blankrepository.com/
The quality there is pretty good, esp the maps, but the models are raw highpoly scans, I just rendered them as is, I would retopo them if I knew how to.
This Avocado has a second geometry just underneath with a pure black material, which makes the sss more solid looking, like a shell/skin.
I think the mango still needs some work..
Really pleased with the new sss, it is much more tolerant of weightmapping and high contrast mapped trans, and its faster ofcourse. (but these renders can still be pretty slow).
I'm not that happy with the dry bread materials, its really hard to keep the overall contrast, when mixing in a broad soft forward scattering bsdf. I hope a skin shader will help (one day) for dry breads.
There is some light-pollution in the maps so its a bit of hit and miss as to which models can be rendered well, the mxm's are fairly simple; a baselayer with 1 diffuse bsdf and 1 sss bsdf (a second broad sss-bsdf needed for the breads + the mushroom render). An additive spec layer is on top. Eyeballing the results is painful and requires patience < warning.
I'll post some more tests soon and some other renders that I cant find right now.
Materials, Arch-viz, C4D Dynamics