Simple Lighting vs skin 'Shaders' for a noob?

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    face-palm. That's right 0.1 and -0.1 not the default 0.01 or whatever. I'll try that. The script is a few pages back...

    B.T.W. The tear thing is only on the bottom of the eye, this is happening to the top eyelid as well.

  • JaderailJaderail Posts: 0
    edited December 1969

    Nod. And you may see a figures lips suddenly open in the default pose as well with AoA SSS applied. It is also a displacement thing.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    Something fishy is going on here with Fw Yasmin. The Script refuses to change any of the 0.0's at all. And when I set them ALL manually to the "-0.1"/"0.1" there supposed to be, it still messes up the eyelids.

    The last time I had this much difficulty with something simple not working at all, it was a copyright encrypted drum-sample wave file.

    The default AoA SSS shader preset that came with Wachiwi was speechless beautiful, Yasmin just seams to have every single unused setting completely backwards, like the converter (whatever-to-Studio) had a major malfunction.

    Negative Bump of 0.0, the only time you have a negative-zero in computer land is when you have a major floating point math error, like a "divide by zero". lol.


    It's not all bad Jaderail. With y'all guiding me, it took a split second to apply AoA to that roman floor, and give it a perfect stone finish. Like it was meant to be on that texture set I made.

    AoAworkedOnTheFloorEpic101.png
    1337 x 953 - 614K
  • JaderailJaderail Posts: 0
    edited June 2014

    When all else fails run to commons and Post to AoA's own thread on SSS. He will answer as soon as he can. He supports the users very well.
    And yes that looks good on your floor set.

    Post edited by Jaderail on
  • mark128mark128 Posts: 1,029
    edited December 1969

    Something fishy is going on here with Fw Yasmin. The Script refuses to change any of the 0.0's at all. And when I set them ALL manually to the "-0.1"/"0.1" there supposed to be, it still messes up the eyelids.

    The last time I had this much difficulty with something simple not working at all, it was a copyright encrypted drum-sample wave file.

    The default AoA SSS shader preset that came with Wachiwi was speechless beautiful, Yasmin just seams to have every single unused setting completely backwards, like the converter (whatever-to-Studio) had a major malfunction.

    Negative Bump of 0.0, the only time you have a negative-zero in computer land is when you have a major floating point math error, like a "divide by zero". lol.


    It's not all bad Jaderail. With y'all guiding me, it took a split second to apply AoA to that roman floor, and give it a perfect stone finish. Like it was meant to be on that texture set I made.

    When converting skin materials to use AoA SSS shader, generally I only apply the AoA shader to the skin, lips, finger nail and toe nail surfaces. I don't bother with the mouth, because SSS in the mouth can cause problems and it normally never shows in renders. In my experience SSS just messes up the eyes. Surfaces like the eye lashes don't need SSS.

    The number one mistake with the SSS shader is in the displacement settings. Most characters don't have displacement maps and most shaders turn off displacement if you don't specify a map, but the AoA shader does not. When you convert from other shaders, the displacement settings may have been +/- 0.1 and 100% strength, but no map specified. On the other shader that meant displacement was off, but the AoA shader will do something weird and generate some displacements with that. You need to go through and set all the displacement min/max to zero on every surface. I usually set the strength to zero too, just to make sure.

  • jestmartjestmart Posts: 4,449
    edited December 1969

    Another faulty default value with AoA's SSS shader is the Shading Rate, 16 is too high, a value of 1 to 4 (always whole numbers) is better. And still another important setting is the Group ID number, this value simply says that all surfaces with the same group number will be treated as one continuous surface. Why this is important is if your figures hair also has AoA's shader applied you would want it have a different group number otherwise the hair's subsurface color will 'bleed' into the figures skin.

  • JaderailJaderail Posts: 0
    edited December 1969

    jestmart said:
    Another faulty default value with AoA's SSS shader is the Shading Rate, 16 is too high, a value of 1 to 4 (always whole numbers) is better. And still another important setting is the Group ID number, this value simply says that all surfaces with the same group number will be treated as one continuous surface. Why this is important is if your figures hair also has AoA's shader applied you would want it have a different group number otherwise the hair's subsurface color will 'bleed' into the figures skin.
    This Group number ID also applies to more than one figure in the scene not just Hair and props. Each figure, hair, prop, that has the AoA SSS Shader applied should have its own unique ID numbers in AoA. If anything in the scene has the same Group ID as another item the First AoA shader with that ID will be used on all the surfaces with that Group ID number. The First AoA Shader is picked from which one is Rendered by the 3Delight engine First, not by the numbers 0-9 as you might expect it to be.
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    Between net's right now...

    You do do the Nails. I figured to leave the gloss settings alone there. I will try that.

    As for the mouth, I just remember glowing mouth artifacts, and that was enough to ignore the inner mouth surfaces.

    With Yasmin, it looks like the texture mats for the 'Head' include a face, And the 'Face' as well (obvisuly) as a separately texture. I'm thinking one of them is overlapping at the eyelids.

    (and the radio comes back to life) chat later y'all.

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