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  • scattering material

    Hello, I've got some difficulties to set up scattering materials for thin objects (not surface but less than 1 cm). I start with mats from the demo scene screwdrivers. I believe that the handle are a bit oversized (radius 7cm - length 50 cm).
    Using this materials I can not achieve to get a nice SSS by only playing with Scattering color value/density, I have to set refraction glossiness very low (0,001 to give an idea). Is it the right way to do it ?

    I can do something also by lowering distance in volume setting. Maybe the best approach.

    I have difficulties to create a thin (3 mm) white acrylic glossy mat.
    https://image.architonic.com/img_pfm...te-cube-sq.jpg

    Thank you,

    Christophe
    Last edited by cbicchierai; 03-03-2017, 11:12 AM.

  • #2
    how do your material settings look like now?

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    • #3
      I havethe same problems too,The setting of vray and fstorm are same---refraction to white255 and fog to colours u want,but why keep translucence to black? and absorption control the colours in the object,scattering control the surface looks,right?
      The point is what does translucece doing?in the manual says for thin obiect,so the absorption control the color of sss ,and the scattering controls the amount of translucence in the object which the same effects in vray back-side color.
      So I just make reflect & refract 255*3 ,and the absorption is the sss looking color,scattering control the sss amount with distance para.
      BTW It is not easy for me typing so many english to make others understand....
      Last edited by Fq_studio; 03-04-2017, 03:06 PM.

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      • #4
        Originally posted by Fq_studio View Post
        I havethe same problems too,The setting of vray and fstorm are same---refraction to white255 and fog to colours u want,but why keep translucence to black? and absorption control the colours in the object,scattering control the surface looks,right?
        The point is what does translucece doing?in the manual says for thin obiect,so the absorption control the color of sss ,and the scattering controls the amount of translucence in the object which the same effects in vray back-side color.
        So I just make reflect & refract 255*3 ,and the absorption is the sss looking color,scattering control the sss amount with distance para.
        BTW It is not easy for me typing so many english to make others understand....
        as I understand it, translucence is an approximation of a material with 0 or 'close to 0' index of refraction, so maybe that's why when you use a full w255 refraction it don't makes sense to use translucence at all

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        • #5
          Originally posted by Iskánder ivp87 View Post

          as I understand it, translucence is an approximation of a material with 0 or 'close to 0' index of refraction, so maybe that's why when you use a full w255 refraction it don't makes sense to use translucence at all
          How to make textured sss mat?with refract w255 diffuse is gone away. texture in translucence did now work fine,change refract volume does work fine too.

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          • #6
            Originally posted by Fq_studio View Post

            How to make textured sss mat?with refract w255 diffuse is gone away. texture in translucence did now work fine,change refract volume does work fine too.
            you have to read the manual
            https://fstormrender.com/manual/fstorm-material/

            "As mentioned above FStormMaterial has 4 layers: reflection, refraction, translucence and diffuse with different priorities.
            reflection layer has the highest first priority. It means, if reflection set to white (with no fresnel) it cuts out refraction, translucence and diffuse layers, no matter what colors they have.
            refraction layer has the second priority. It means, if refraction set to white it cuts out translucence and diffuse layers, no matter what colors they have.
            translucence layer has the third priority. It means, if translucence set to white it cuts out diffuse layer, no matter what colors it has.
            diffuse layer has the lowest priority. It does not affect any other layers."

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            • #7
              Originally posted by Karba View Post

              you have to read the manual
              https://fstormrender.com/manual/fstorm-material/

              "As mentioned above FStormMaterial has 4 layers: reflection, refraction, translucence and diffuse with different priorities.
              reflection layer has the highest first priority. It means, if reflection set to white (with no fresnel) it cuts out refraction, translucence and diffuse layers, no matter what colors they have.
              refraction layer has the second priority. It means, if refraction set to white it cuts out translucence and diffuse layers, no matter what colors they have.
              translucence layer has the third priority. It means, if translucence set to white it cuts out diffuse layer, no matter what colors it has.
              diffuse layer has the lowest priority. It does not affect any other layers."
              Yes I test it before I got the Screwdrivers,I use trance and diffuse with same textures,and abs. colors ,scatting wihte or colored, this setting is fine,but after I saw the mat of Screwdrivers,I got problem,maybe I should try my after I get my gtx980 8G card.

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              • #8
                OK I get more or less what I want. My problem was even if you set scattering to white to get a very high scattering it does not blur behind the object. You have to play with refraction glossiness.
                Karba I've got some question :
                -when scattering color is white it is the more scattered material I can have ? I would like to have more scattering without touching to volume distance.
                -I'm a Maxwell user and some values are not recommended (for diffuse value with sat more than 242 and for scattering color same thing). Is it the same thing with fstorm ?

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                • #9
                  Originally posted by cbicchierai View Post
                  OK I get more or less what I want. My problem was even if you set scattering to white to get a very high scattering it does not blur behind the object. You have to play with refraction glossiness.
                  Karba I've got some question :
                  -when scattering color is white it is the more scattered material I can have ? I would like to have more scattering without touching to volume distance.
                  -I'm a Maxwell user and some values are not recommended (for diffuse value with sat more than 242 and for scattering color same thing). Is it the same thing with fstorm ?
                  Hi,cbicchiarai,did u try sss with texture,u would like to have more scattering without touching to volume distance,U can put a shpere light behind where u want the trans, and make it brighter ,but u need change the light to effect the object only and wait until Karba developed this function.

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                  • #10
                    Thank you Fq_studio for your suggestion. Where do I have to put the texture ? in the opacity map ?

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                    • #11
                      Originally posted by cbicchierai View Post
                      Thank you Fq_studio for your suggestion. Where do I have to put the texture ? in the opacity map ?
                      I tried the trans sometimes work,and my 3dsmax crashed with the file maybe ushould put it in the refract,and I try put in trans again,we post the result here again and then we will see which one is working。

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                      • #12
                        Originally posted by cbicchierai View Post
                        Thank you Fq_studio for your suggestion. Where do I have to put the texture ? in the opacity map ?
                        sss with texture setting- tex in diffuse ,reflect set white or any other,but if without fresnal,diffuse is goneaway(IOR too high),most important is refract not to set to completely white,u can make a colorness diffuse tex(just remove the hue),if refract is white ,diffuse tex is goneaway,we want textured sss so do not make refract pure wihte,and then set the distane abs. andscattingas the setting u want. That means a trance object with texture could not be completely refract as the we setting the pure coloredsss object (screwdrivers file in forum)or glass ,that is how we wrong,and we did not find out in the manual just Karba give us:

                        https://fstormrender.com/manual/fstorm-material/

                        "As mentioned above FStormMaterial has 4 layers: reflection, refraction, translucence and diffuse with different priorities.
                        reflection layer has the highest first priority. It means, if reflection set to white (with no fresnel) it cuts out refraction, translucence and diffuse layers, no matter what colors they have.
                        refraction layer has the second priority. It means, if refraction set to white it cuts out translucence and diffuse layers, no matter what colors they have.
                        translucence layer has the third priority. It means, if translucence set to white it cuts out diffuse layer, no matter what colors it has.
                        diffuse layer has the lowest priority. It does not affect any other layers."
                        Last edited by Fq_studio; 03-14-2017, 09:37 AM.

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                        • #13
                          Thank you Fq_studio for your help. I have a better comprehension of SSS in fstorm now.

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                          • #14
                            Originally posted by cbicchierai View Post
                            Thank you Fq_studio for your help. I have a better comprehension of SSS in fstorm now.
                            Its great!May I have this scene to make some practice?Thanks

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                            • #15
                              The scene is here :
                              http://bicchierai.fr/FStorm/lookdevS...x2016_ajax.max

                              based on this scene http://zchen.ca/studio-fstorm/ from Zhiyao Chen and Ajax model from Jotero http://forum.jotero.com/viewtopic.php?t=3

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