All posts related to V2
#310589
Here is a more advanced shader-setup, containing more SSS-strength and 2 SSS-components, a volume and a single-side one.

Rendertime is about 2 hrs on a xp64 Quadcore, no postwork:

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and with postwork (enhanced shadows and contrast:

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and here without albedo-texture to show the 2 SSS-effects only:

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I am pretty sartisfied with the skin appearence now (except that I have to tune the maps for the ears a bit further), except that now, with this setup, some parts of the polygon-mesh-structure is visible. Any ideas what causes this (well, it must be caused by the combination of volume-SSS along with single-side-SSS, because it only appears in conjunction of both) and how to solve it ?

Edit: I solved the polygon-problem, the mesh must be thrown in this case into a HyperNurbs-cage (C4D) and the visible polygons are gone. I knew this problem already from FR2 and Vray.

And did you notice, he has eyes now (due to popular demand) :lol:
#310641
[quote="RK_art"] some parts of the polygon-mesh-structure is visible. Any ideas what causes this (well, it must be caused by the combination of volume-SSS along with single-side-SSS, because it only appears in conjunction of both) and how to solve it ?
Edit: I solved the polygon-problem, the mesh must be thrown in this case into a HyperNurbs-cage (C4D) and the visible polygons are gone. I knew this problem already from FR2 and Vray.quote]

so this mesh is a NURBS geo?
ALSO i DONT think its a combo problem of thinSSS n volume. becasue I get the faceting problem on my Thin SSS renders with only just thinSSS by itself.. it shows on some leaf test i made where i ddint keep the plane straight and I added geo and deformed/bend the plane.. and it also shows up MORE when I apply thinSSS to a closed surface like a ball..
it may be a bug.. because even when I highly smothed or added polys it still did the faceting..
#310660
No, the model itself is a polygon-mesh.
But C4d has a HyperNurbs-Objekt where you can simply throw any poly-mesh in and you have variable smoothness and deformation-options etc.
I had this problem with Vray or FR2-SSS some time ago, and the solution was the HyperNurbs-Cage.
Same does with maxwell.
User avatar
By jurX
#310799
I did a little scene for playing around with emitter and faked_Sunlight through a window.

Geometry:
- Num Meshes: 38
- Num Triangles: 2068568
- Num Vertexes: 1035195
- Num Normals: 510953

SL:18.25
Rendertime:4h
Benchmark:166.20

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cu jurX
User avatar
By jurX
#310881
ibl test. (1 hdri map)

Geometry:
- Num Meshes: 35
- Num Triangles: 6446
- Num Vertexes: 3314
- Num Normals: 3292

SL:15.61
Rendertime:24.40min
Benchmark:749.48

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cu jurX
By MS
#310913
I am modeling my kitchen. I want to have the model as detailed as possible. I have started with a most important thing. A salt.

:mrgreen:

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User avatar
By jurX
#310924
Yeah , that´s right.This would be the most detailed kitchen ever... :)
#310925
jurX wrote:Yeah , that´s right.This would be the most detailed kitchen ever... :)
I agree, but keep the renders coming, we're looking forward to see more of these atom-based objects. :D
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render engines and Maxwell

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