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Subsurface Shaders… WOW!
Posted: 16 May 2013 05:01 PM   [ Ignore ]   [ # 31 ]
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Hellboy is a pro at so many things, it makes my jaw drop every time I visit his links. smile
And HeraldOfFire, absolutely ADORE your Candy Girl and the surfaces. Congrats!

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Posted: 16 May 2013 05:23 PM   [ Ignore ]   [ # 32 ]
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I’m glad this has finally been released, I’ve been having fun playing with it and I’ve been eager to see other people putting it to use!  AoA really did a good job of making this shader fully featured, there’s plenty here to play with.

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Posted: 16 May 2013 05:39 PM   [ Ignore ]   [ # 33 ]
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Thank you!

I am impressed. Only thing I have to find out is why I’m getting a heavy noisy pattern over the figures. It must be the render settings maybe, but I have to try more.

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Posted: 16 May 2013 06:13 PM   [ Ignore ]   [ # 34 ]
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Hellboy - 16 May 2013 05:39 PM

Thank you!

I am impressed. Only thing I have to find out is why I’m getting a heavy noisy pattern over the figures. It must be the render settings maybe, but I have to try more.


I too had this first, I thought I found out it has something to do with the shading rate of the SSS, set it lower, to 1 or less and you get rid of it, but I’m not sure about this. There’s unfortunately no explanation of this in the PDF, maybe AoA knows exactly what to do.

 

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Posted: 17 May 2013 12:37 AM   [ Ignore ]   [ # 35 ]
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O yeah, can’t wait to see what some of you experts come up with… in the meantime, here’s another one I tried - been having fun just seeing what it might do to some textures I already have.

Here’s the Benjamin M5 texture with ss toon applied and tweaked a little - it can the buffed sheen ‘pampered’ boxers often have that get massages and ointment treatments all the time.

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Posted: 17 May 2013 02:12 AM   [ Ignore ]   [ # 36 ]
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A minor miscalculation on my part meant that my earlier candy girl image was using the same subsurface group for all of the gummies. This is what caused the heavy colour bleeding. It’s a great effect, and will be very useful for certain styles, but I rendered the image again this morning with unique groups and the results are in…

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Posted: 17 May 2013 04:04 AM   [ Ignore ]   [ # 37 ]
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Instant buy…went straight into the cart. I haven’t had chance to download them yet but can’t wait to play!

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Posted: 17 May 2013 04:21 AM   [ Ignore ]   [ # 38 ]
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Here’s something I tweaked with the SS Base. Surface white, Subsurface green, used the Marble setting, trying to simulate jade on the Buddha. I like how it turned out. Having a ball with this new shader.

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Posted: 17 May 2013 04:59 AM   [ Ignore ]   [ # 39 ]
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Getting a bit better, and I also love the shiny plastic on fibermesh hair…
(ss toon skin with Marisol V4 texture, plastic & gummy bikini, and plastic fibermesh hair)

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Posted: 17 May 2013 06:02 AM   [ Ignore ]   [ # 40 ]
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I was very excited to see these shaders, and that they were from Age of Armour (I use the cameras all the time).  The depth of the shader and the documentation are excellent.  Initial tests are very promising (sorry, nothing to show).

I do have one disappointment: specular.  Please, please, please, reconsider redoing the specular and allowing the user to choose what specular model is employed in EITHER channel.  Human skin requires two specular layers, and I’m sorry but a second layer phong is not going to cut it.

Please don’t take offense, and don’t assume this is just another forum troll griping.

I adore your work, and the simple fact that someone else has braved the waters of custom shaders: I applaud you! Far better than I could have ever done!

Food for thought, that’s all.

I’ll be grabbing the add-ons, probably today.  Hope to have some time real soon to really see what the shader can do.

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Posted: 17 May 2013 07:30 AM   [ Ignore ]   [ # 41 ]
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evilded777 - 17 May 2013 06:02 AM

I do have one disappointment: specular.  Please, please, please, reconsider redoing the specular and allowing the user to choose what specular model is employed in EITHER channel.  Human skin requires two specular layers, and I’m sorry but a second layer phong is not going to cut it.

Limitation of the Shader Mixer, all of the “buttons” at the bottom of a brick are internal SM code only and never appear in the Surfaces tab, so the only way to change them is in the Shader Mixer.

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Posted: 17 May 2013 07:50 AM   [ Ignore ]   [ # 42 ]
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Bejaymac - 17 May 2013 07:30 AM
evilded777 - 17 May 2013 06:02 AM

I do have one disappointment: specular.  Please, please, please, reconsider redoing the specular and allowing the user to choose what specular model is employed in EITHER channel.  Human skin requires two specular layers, and I’m sorry but a second layer phong is not going to cut it.

Limitation of the Shader Mixer, all of the “buttons” at the bottom of a brick are internal SM code only and never appear in the Surfaces tab, so the only way to change them is in the Shader Mixer.

Um, pwSurface allows us to choose a specular model.

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Posted: 17 May 2013 08:09 AM   [ Ignore ]   [ # 43 ]
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Hot damn.

I’d still like that specular flexibility, but… testing is beyond good.

D5, Morris’s Gunner shape and maps.  Only the broadest strokes of tuning the skin, no eyes or anything.  Simplest lights: 1 distant, 1 UE

Color me impressed and quite pleased.

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Posted: 17 May 2013 12:21 PM   [ Ignore ]   [ # 44 ]
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evilded777 - 17 May 2013 07:50 AM
Bejaymac - 17 May 2013 07:30 AM
evilded777 - 17 May 2013 06:02 AM

I do have one disappointment: specular.  Please, please, please, reconsider redoing the specular and allowing the user to choose what specular model is employed in EITHER channel.  Human skin requires two specular layers, and I’m sorry but a second layer phong is not going to cut it.

Limitation of the Shader Mixer, all of the “buttons” at the bottom of a brick are internal SM code only and never appear in the Surfaces tab, so the only way to change them is in the Shader Mixer.

Um, pwSurface allows us to choose a specular model.

pwSurface isn’t a Shader Mixer shader, it’s written in RSL and compiled. That’s why it can have real On/Off switches instead of a 0 to 1 slider too.

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Posted: 17 May 2013 12:36 PM   [ Ignore ]   [ # 45 ]
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...and don’t you need pwSurface2 to work with it in ver. 3.x and above?  I only have the original version.

Looks like it’s time to learn how to use the shader mixer (though I have a tutorial file floating around somewhere for it).

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