awesome, cheers serg.
Will this work for 9.5?
New Axis SSS
48088 29 3- phrenzy84
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- bdunaway
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theflu
this shader is looking great.
unfortunately rendering your example scene i only get a black picture as result…any idea what could be wrong?
thanks in advance!
e: ok i got it, works now ops:
now i try to add some spec maps…
Any chance you could share what you did to fix it?
I'm trying to get the AXIS_Skin_v2_SSS one to work (it renders black for me also) with no luck. I'm wanting to try out the surface color texture addition.
- Dantes
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- Serg
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You don't need to do anything special to get the shader to work with displacements, (apart from creating and applying a displacement shader).
There are some excellent basic tutorials on how to do this on the Odforce website here:
http://odforce.net/category/tutorials/ [odforce.net]
cheers
S
There are some excellent basic tutorials on how to do this on the Odforce website here:
http://odforce.net/category/tutorials/ [odforce.net]
cheers
S
- Serg
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- Dantes
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- Serg
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Ah I see….darned material again.
You have two options:
1 - Select both the surface shader and the displacement shader and press Shift C. This will create a “material” node with both surface and displacement shaders inside it. If you want you can promote the shader's parameters to this node by clicking the tiger colored cube and selecting “Promote Material Parameters”.
You can then assign this “material” node to the material slot in the object.
Or
2 - Click the gear icon of your geometry node and select “Edit Rendering Parameters”. In the felt hand side of the UI type “shaders” into the filter box, expand the “Mantra 10.0/Shaders” folders. Drag and drop the Displacement and Surface Shader properties into the “Material” folder in the middle part of the UI and Hit “Accept”.
The window will close and you notice that your geometry node now has displacement and surface shader slots as well as the material slot. You can now assign the surface and displacement shader's independently. These properties automatically override the material slot. You can delete the material slot if you want… I did :evil:
cheers
S
You have two options:
1 - Select both the surface shader and the displacement shader and press Shift C. This will create a “material” node with both surface and displacement shaders inside it. If you want you can promote the shader's parameters to this node by clicking the tiger colored cube and selecting “Promote Material Parameters”.
You can then assign this “material” node to the material slot in the object.
Or
2 - Click the gear icon of your geometry node and select “Edit Rendering Parameters”. In the felt hand side of the UI type “shaders” into the filter box, expand the “Mantra 10.0/Shaders” folders. Drag and drop the Displacement and Surface Shader properties into the “Material” folder in the middle part of the UI and Hit “Accept”.
The window will close and you notice that your geometry node now has displacement and surface shader slots as well as the material slot. You can now assign the surface and displacement shader's independently. These properties automatically override the material slot. You can delete the material slot if you want… I did :evil:
cheers
S
- bdunaway
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Serg
Trying some displacements out and wondering if you could help with some artifacts I've run into.
When using Micropolygon Rendering I'm getting some sparkle noise which increases greatly as I increase displacement amount. Increasing displacement bound doesn't seem to help.
Raytracing while slower cleans it up a lot, but I still have another smaller amount of white sparkles, which stays the same amount, regardless of how much displacement is increased or decreased. They are not really noticeable in the image I uploaded but they crawl when animated. I'll see about uploading a video but the renders are taking a while. EDIT: Here's a quick video [brandondunaway.com] of the raytrace render. You can see it mostly in the ear and underarm:
Any idea on a fix for this?
Trying some displacements out and wondering if you could help with some artifacts I've run into.
When using Micropolygon Rendering I'm getting some sparkle noise which increases greatly as I increase displacement amount. Increasing displacement bound doesn't seem to help.
Raytracing while slower cleans it up a lot, but I still have another smaller amount of white sparkles, which stays the same amount, regardless of how much displacement is increased or decreased. They are not really noticeable in the image I uploaded but they crawl when animated. I'll see about uploading a video but the renders are taking a while. EDIT: Here's a quick video [brandondunaway.com] of the raytrace render. You can see it mostly in the ear and underarm:
Any idea on a fix for this?
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hi there,
That looks like bias related artefacts.
The problem is caused because this thing attempts to mimic the thinnest layers of skin, which is a very small number relative to distance to the camera… this makes it sensitive to precision errors. Tweaking the Bias should fix this.
The difference between render engines is because the raytrace engine appears to be numerically more accurate.
hope this helps
Serg
That looks like bias related artefacts.
The problem is caused because this thing attempts to mimic the thinnest layers of skin, which is a very small number relative to distance to the camera… this makes it sensitive to precision errors. Tweaking the Bias should fix this.
The difference between render engines is because the raytrace engine appears to be numerically more accurate.
hope this helps
Serg
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