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Subsurface Shaders… WOW!
Posted: 11 June 2013 05:29 PM   [ Ignore ]   [ # 466 ]
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Was fiddling with this but then stopped as I got busy with other things.  Using Age of Armour’s own Paola skin on my own morphs.

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Posted: 12 June 2013 06:34 AM   [ Ignore ]   [ # 467 ]
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Indigone - 11 June 2013 03:58 PM

These are fantastic and fun shaders!  I hope you make more AoA!

I have a question about your lighting that you say you use.  Why do you load an ambient light like UE2 *and* a sky dome?  Doesn’t UE2 come with it’s own sphere?  Do you delete that?

Thanks and thanks.

The UE2 sphere is just a guide - the image is low-resolution, and iss et not to render though that can be changed.

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Posted: 12 June 2013 11:53 AM   [ Ignore ]   [ # 468 ]
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Age of Armour - 29 May 2013 11:49 PM
Cypherfox - 29 May 2013 10:25 PM

Greetings,
This is an out-of-the-blue question, but do these shaders handle light directly behind something partially glowing through?

So…let’s say I set up a lightbulb (a light source of some kind) and surrounded it in a lampshade.  Could I apply some variation on a sub-surface shader that showed the glow from the light inside?  It strikes me that the classic image of an SSS is the light behind someone’s ears shining through redly, which could also work as a lampshade, essentially.

Thoughts?

— Morgan

Yes you can. but with a disclaimer…

SSS really needs a surface for the light to enter and exit. So if you plop a point light inside a single layer cylinder for a lamp shade you won’t see any thing or you will see a mess hehe.

There are 2 solutions. Either use the flip normals switch to turn the SSS calculation inside out which works but is not going to give very accurate results or you can add a second, inside layer to your lamp shade. In that case apply the same shader settings to both the inside and outside surfaces of the lamp shade except make the outside layer flip normals set to 0 and the inside set to 1.

An easy way to add the layer is to use a geometry shell and off set it slightly.

I posted an example a while back but can’t remember what page it was on.

 

I’ve noticed that both you and others refer to a Geometry Shell. What is it and how do I do it as in your example above?

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Posted: 12 June 2013 12:03 PM   [ Ignore ]   [ # 469 ]
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“First Contact”
Subsurface Shaders on the Alien and his stuff.

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Posted: 12 June 2013 12:12 PM   [ Ignore ]   [ # 470 ]
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...looks like the nefarious bushy tailed rodent has met his match.  ; )

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Posted: 12 June 2013 06:11 PM   [ Ignore ]   [ # 471 ]
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LOL Poor, confused alien! Great image. smile

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Posted: 13 June 2013 07:46 AM   [ Ignore ]   [ # 472 ]
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My money is on the squirrel.

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Posted: 13 June 2013 04:03 PM   [ Ignore ]   [ # 473 ]
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An unfortunate, yet amusing, side effect of using the sss base on Luthbel’s Nightworld Fallen. Happens whether I straight click or ctrl click + ignore. His body and tail seem to puff up like he’s having a bad allergic reaction.

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Posted: 13 June 2013 04:16 PM   [ Ignore ]   [ # 474 ]
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Set the displacement min and max to zero, if they aren’t being used.

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Posted: 13 June 2013 08:46 PM   [ Ignore ]   [ # 475 ]
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I did on the surfaces that didn’t have it. The head/face area has displacement, even though it’s ramped up to 200% with a min/max of -1.5/1.5. I have to play with the values of everything. Putting displacement down to 100% on the head/lips fixes the face (at least on a low quality non-closeup), but leaves everything else around it out of proportion and misaligned. I might save out a separate SSS preset just for this guy once I get him fixed. o_O

How would I do that? Just File > Save As > Shader Preset?

/edit
Why would the SSS cause his texture to do that even though the displacement is just as high on the default textures before applying SSS?

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Posted: 14 June 2013 12:31 AM   [ Ignore ]   [ # 476 ]
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...been running into an odd “striping” issue along the neck and arms when applying the Toon or SSS toolbox skin shaders. 


It seems to occur only on some characters like Nata and my Leela Teen.

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...it’s five minutes to midnight…

I’d rather have a blue sky above me than a blue screen in front of me.

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Posted: 14 June 2013 07:55 AM   [ Ignore ]   [ # 477 ]
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Vaskania - 13 June 2013 08:46 PM

I did on the surfaces that didn’t have it. The head/face area has displacement, even though it’s ramped up to 200% with a min/max of -1.5/1.5. I have to play with the values of everything. Putting displacement down to 100% on the head/lips fixes the face (at least on a low quality non-closeup), but leaves everything else around it out of proportion and misaligned. I might save out a separate SSS preset just for this guy once I get him fixed. o_O

How would I do that? Just File > Save As > Shader Preset?

/edit
Why would the SSS cause his texture to do that even though the displacement is just as high on the default textures before applying SSS?

Try applying a mid-grey image to the areas which didn’t have any displacement map - I’m not sure if that will help, but if it does it will be diagnostic.

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Posted: 14 June 2013 07:58 AM   [ Ignore ]   [ # 478 ]
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Kyoto Kid - 14 June 2013 12:31 AM

...been running into an odd “striping” issue along the neck and arms when applying the Toon or SSS toolbox skin shaders. 


It seems to occur only on some characters like Nata and my Leela Teen.

There was some discussion of this - I think the fix was lowering the Shading rate, or possibly adjusting the Sub surface scale.

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Posted: 14 June 2013 09:29 AM   [ Ignore ]   [ # 479 ]
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Geometry Shell. What is it and how do I do it ?

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Posted: 14 June 2013 09:57 AM   [ Ignore ]   [ # 480 ]
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Strixowl - 14 June 2013 09:29 AM

Geometry Shell. What is it and how do I do it ?

Think of a geometry shell as a coating over your 3D model. It shares the same surfaces but is offset slightly, so you can use it for many different effects. To add one, you can either use the Create -> New Geometry Shell option, or find the shortcut icon for it which looks like a filled-in cube. Geometry shells cannot be created without a parent, so select the object you want to create a shell for before adding the geometry shell.

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