Back lit single sided geo SSS with principled shader
1953 3 0- Simon van de Lagemaat2
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- jsmack
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You can, but it's broken, you can make it work with:
then add the render property:
vm_smoothP “Fix Shadow Terminator”
and disable it.
vector diff_color,trans_color; bsdf f; vector nn,ni,tng; diff_color = set(0.1,0.35,0.001); trans_color = set(0.05,0.15,0.0001); nn = normalize(N); ni = normalize(I); nn = frontface(nn,ni); tng = select(dot(nn,Ng),Ng,-Ng); f = 2.0 * ( diff_color * diffuse(nn,tng,"label","diffuse") + trans_color * translucent(-nn,-tng,"label","refract") );
then add the render property:
vm_smoothP “Fix Shadow Terminator”
and disable it.
- tamte
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- Simon van de Lagemaat2
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tamte
you should be able to just use PBR Diffuse VOP with inverted normal, you can name the component “refract” or maybe “sss” if you want
and just layer that with your mat
Thanks! both of you! I also forgot about the translucency refract model in the classic shader. It would be nice if the principled shader supported translucency. This is one of its blind spots.
Simon van de Lagemaat
owner the Embassy VFX
owner the Embassy VFX
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