grimoirecg
08-30-2008, 05:06 PM
I've been trying to decipher which of the dozen or so sss options in LW gives the best marble results.
This is the simple skin material.
The fast skin material looks weak in comparison, very plasticy, and the sigma2 material was giving very strange results full of blue artifacts and smoothing problems.
The only problem with this simple skin material is that it's slow to render, since you have to set the samples up high to avoid noise.
This is at 32, dropping it down any lower produces unacceptable graininess.
This took 12 minutes to render on a quad core machine, which is too long for such a simple scene with one area light and FG GI (32 rays)
Doubling the samples doubles the render time.
The same scene with the default LW shader takes 1m 30s.
Also, the way the simple skin shader is set up is not intuitive.
There's a slider called specularity, but it actually controls spec AND reflection.
The glossiness slider below it controls the tightness of the spec but has no effect on the ref.
The Fresnel slider doesn't seem to control the incidence angle of the ref, but the amount of ref, based off of what's already set in the spec slider.
It would also be nice to have an amount slider below the the ref blur check box. There are only controls if you used interpolated ref.
These controls could certainly have been set up in a more intuitive way.
This is the simple skin material.
The fast skin material looks weak in comparison, very plasticy, and the sigma2 material was giving very strange results full of blue artifacts and smoothing problems.
The only problem with this simple skin material is that it's slow to render, since you have to set the samples up high to avoid noise.
This is at 32, dropping it down any lower produces unacceptable graininess.
This took 12 minutes to render on a quad core machine, which is too long for such a simple scene with one area light and FG GI (32 rays)
Doubling the samples doubles the render time.
The same scene with the default LW shader takes 1m 30s.
Also, the way the simple skin shader is set up is not intuitive.
There's a slider called specularity, but it actually controls spec AND reflection.
The glossiness slider below it controls the tightness of the spec but has no effect on the ref.
The Fresnel slider doesn't seem to control the incidence angle of the ref, but the amount of ref, based off of what's already set in the spec slider.
It would also be nice to have an amount slider below the the ref blur check box. There are only controls if you used interpolated ref.
These controls could certainly have been set up in a more intuitive way.