All posts related to V2
#356327
eric nixon wrote:@Half-wit, all those additive RAL materials are bogus as well, the brighter colours exceed energy and they all look wrong anyway. I think it would be good to remove them, do the newcomers a favour. I know you made them all by hand, and thats tragic, but also irrelevant.
You still haven't proved anything (at all) in this thread (or any other) -- and there are only 3 materials in the RAL lines that are additive (Tiles/Painted Wall/Glossy Metallic Plastic)... and the Tiles material was approved by Tom which carries alot more weight than your opinion.

However it's clear to me that you are on a personal mission to publicly discredit me and you will be satisfied with nothing less than that -- I see no reason to give you any more attention than I already have so you are going on my ignore list and I am removing myself from the public part of these forums. Instead I'll focus on spending my time reporting bugs and making feature suggestions :D

Congratulations, you have succeeded in making yourself enough of a nuisance to make it not worth my time or energy posting here. I was warned to ignore you a while ago, it was good advice and I should have listened before now.

Best,
Jason.
#356399
Your welcome, BTW Tom, I found out my displacement crashes are actually caused by any really high-poly objects, like these lampdhades which were subdivided to reduce the facetting. I guess a weakness on the qpi of my overclocked, economy-xeons, is exposed by the datatransfer of a very highpoly object, only seems to happen with simple scenes like this one, may be a local thermal issue... who knows.

Mihai said it was prob hardware and now I'm pretty sure thats the case.

Heres some more thin-sss's including a grass-blade.. not so tricky if it doesnt need to be white.

Image
#356402
Eric, just wondering though what was your approach with the two BSDFs? One very small attenuation, the other very large, and for both is that transmittance white or almost pure white? Why do you feel the two are needed and it wouldn't work with just one?
#356407
Well the attenuation doesnt matter much because its so close to white, its 253 for trans (just noticed an typo in the mxm both trans chips should be 253.. one is 255 currently, oops) 254 for scattering.

One layer carries diffuse, and focusssed trans (simulating tiny holes in cloth) they fit together because its convenient only.
The second layer carries the main un-focussed trans, I think its just a limitation of thin-sss that we need to seperate them.

Because the brightness of the colour-chips has an exponential influence, we need a bit of intense diffuse and a bit of intense trans and we cant have both in one bsdf with thin-sss.

My best guess.

Image

In this render the upper object has a climapped version of the same material, the clip map is pure white with every ninth pixel pure black... a pattern like this for example;
OOO
OXO
OOO ....but repeated 10x in PS, and tiled 1000x in mxed

This gives a nicer look than simply lowering the overall layer-weight, and renders faster because the rays dont have to be rendered twice, the surface is either mapped ON or ocassionally OFF (be sure to leave interpolation off for the clip map to get best results)
#356435
eric nixon wrote:repeated 10x in PS, and tiled 1000x in mxed
This gives a nicer look than simply lowering the overall layer-weight, and renders faster because the rays dont have to be rendered twice, the surface is either mapped ON or ocassionally OFF (be sure to leave interpolation off for the clip map to get best results)
Now, this is interesting. It shouldn't perform faster than layer weighting. I'd like to know more about rendertimes and see a comparison to understand why would it look nicer.
render engines and Maxwell

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