Hi. i've been trying to get a subsurface scattering method but without succes.
I was trying to use specific mr shaders and something like this:
blinn [suppress all maya shaders] ----> material shader (dgs_material)
photon shader
(dgs\_material\_photon)
i've connected a spotlight to the light array of these nodes and i've used a caustics configuration.
I saw some tuts using volume shader and phot_volume shaders but the results are not so good.
'The dgs_material material shader can simulate mirrors, glossy paint or plastic, anisotropic glossy materials such as brushed metal, diffuse materials such as paper, translucent materials such as frosted glass..'
i've already checked that. In that tutorial, he's using a phong shader with a volume and volume photon mr nodes. I'm looking for physically correct shaders (dgs) to get glossy transmission or specular transmission.
I think i'm getting closer to the right values.
with shinny to 0 as well as glossy, and ior set to 1 (transp >= 1).
you can always look back at siggraph paper if you need alot of help, I always wanted to make a good method for doing sss, but never got around it as its more heavily dependent on eventually writing shader, and I try avoid that if it can be done in hypergraph....
" tranvol2 shader is not really a SSS shader. Its more a sub surface illumination, with minimal scattering.
Primarily it works by assessing the volume space from the rendered point in the direction of the light sources and it then uses that information to calculate any extraneous illumination. It doesn't use scattering properly yet so there is no bleeding of light across the material.
I (Andy) made it as a bone shader experiment for a personal project but most people seem to want to use it for skin - it'll help show light coming through thin sections of material - ears, nose, etc but it needs some more work before it can be used to make nice translucency.
You can use this shader in Maya too - someone has mailed me the plugin code for integrating it. I'll find it and post it up on my site.
i am testing your node at the moment ! some questions: 1. suppress maya is set to on ? do i have to make settings in the mayasection or in the irradiance/mental ray or is everything inside your node ? 2.your node is connected to the material section ? 3.do i need additional nodes (like photonshader,...)
okay i have read that you are not familar with maya so i hope that anyone works on this node too.
Well, apparantly "true" subsurface scattering is possible via Mental Ray, as XSI does it via Volume Effects shaders...
now, initially I thought the Volume Effects was just a fake, similar to the method at www.motiondesign.biz but a colleague of mine who uses XSI extensively told me that it was "real" SSS, not faked...
if this is true, then XSI has a method for "real" SSS via Mental Ray.
What we need is for someone to develop a shader for MR for Maya that works like XSI's Volume Effects, or have someone convert Volume Effects to a MR for Maya format...
The latter is doubtful, as Volume Effects (I believe) is integrated into XSI and not a separate shader.
Anyway, as I am not programmer I would not be the person for the job, but perhaps someone out there is up to the challenge ; )
While they're at it, perhaps they can develop a utility for easily connecting/disconnecting lights to DGS shadrers? Connection editor/mel script/hypershape methods are rather annoying... Just a thought ; )
Hi tried Motiondesign tut , about it but,what appears in hypershade,there's no connection made between parti-vol1 transmat photon node Should i make connection "manually" output to input can,t see anything such,in hypershade result in rendering is a simple ,almost ,black ball with some spots of reflection & refract how should i see the connections txs in advance
Hi.. well.. that's weird.. If i'm right, that tutorial was using maya 4.5 (I don't remember) .. if u get a black hole there, then u need to make that connection manually.
U can open the hypershade, select the shader (blinn1) and graph network. That action will display blinn and blinn2SG or something like that.. the mental ray specific nodes are connected to the blinn2SG . U can also drag the lights to the hypershade and you'll see the connections between lights and mr specific nodes.
To add the light, just ctrl + left click and drag the light onto the mr shader. Connection editor will pop-up just select from left: message and from right Lights[].