All posts relating to Maxwell Render 1.x
User avatar
By tom
#273879
MetinSeven_com wrote:Tom, thanks for the added info. Any chance of having a texture map option added to the SSS layer? If several combined layers with different colors are already possible, then coloring using a map shouldn't require too much extra coding I hope.
The reason is, SSS evaluates the final color on the surface as a result of internal scattering while BSDF directly determines it. So, it's not really possible to map it at the moment. But we have other plans for the future of course...
User avatar
By Hervé
#273902
la la la lalala.. :D
User avatar
By Hervé
#273915
nice dancing mice.. 8)
By pluMmet
#273929
tom wrote:
MetinSeven_com wrote:Tom, thanks for the added info. Any chance of having a texture map option added to the SSS layer? If several combined layers with different colors are already possible, then coloring using a map shouldn't require too much extra coding I hope.
The reason is, SSS evaluates the final color on the surface as a result of internal scattering while BSDF directly determines it. So, it's not really possible to map it at the moment. But we have other plans for the future of course...
I don't understand...there is not mapping channel in s.s.s.?

I won't be able to look into it my self until this weekend but that might cause my skin asperations to fail :cry:

No s.s.s. leaves for trees even?
User avatar
By Mihai
#273931
The reason is like Tom explained, what happens at the surface is the result of what happens inside the material itself. You can however weight a bsdf with an sss for example if you have a wax candle and want some image on it.

For skin it's not that difficult since a lot of the look of skin comes from the bumpmap and a good roughness map. These channels are available for sss just like with the bsdf.

Here is one quick test I did weighting a bsdf with two sss components. One sss was weightmapped to influence just the lips. It's too shiny and it's just a bump map used, with displacement it would look better, especially the lips.

Image
User avatar
By 4 HeRo
#273934
:shock: real nice Mihai
User avatar
By Hervé
#273935
Thumbs up again Mihai !.. this render really really rocks.. ! 8) 8)
User avatar
By Maximus3D
#273940
MS: As i see you're quite new to this forum, you should be welcome aboard the Maxwell Inn. :) hope you enjoy your stay here. Your test of sss looks fine, and very clean. What was the rendertime for that ? and on what hardware ?

Mihai: :shock: pretty good looking dark skin, considering it's a "quick test" :) i'd like to see what it looks like when you spent more time on it..

/ Max
User avatar
By KurtS
#273949
very convincing test, Mihai! rendertime...?
By MS
#273950
Maximus3D wrote:MS: As i see you're quite new to this forum, you should be welcome aboard the Maxwell Inn. :) hope you enjoy your stay here. Your test of sss looks fine, and very clean. What was the rendertime for that ? and on what hardware ?
I am really brand new here, thank you for your welcome, Maximus3D.

If I remember well, the test took about 4 hours (SL 21) on 32bit Win XP, 4GB RAM and with Q6600 without any overclocking.
User avatar
By Maximus3D
#273997
You're welcome MS :) 4 hours is pretty fast on such hardware, my rig is about the same as yours. That's interesting..

Here's one test i ran during the night, it's supposed to be a towel material using sss and displacement. But oh dear did this render slow or what :D average benchmark varied between 0,3 to 0,7 so this towel material is unusuable at the moment. This one rendered for 8 hours and reached SL 6,11 in that time. ..and the 'peaks' of it are to high, i know.

Image

/ Max
By Becco_UK
#274015
Image

A test sss with a 15% weighted gold IOR layer.
  • 1
  • 3
  • 4
  • 5
  • 6
  • 7
  • 16
render engines and Maxwell

well I don't think AI will remain like it is now. […]

Help with swimming pool water

Hi Andreas " I would say the above "fake[…]