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Hash, Inc. - Animation:Master

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  • Hash Fellow
Posted

Does anyone have or can anyone suggest a great example of A:M Subsurface Scattering.

 

Something that, as soon as you see it, clearly demonstrates SSS (and looks great).

 

I want to stick it in a tutorial video on "Rendering"

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Posted
Does anyone have or can anyone suggest a great example of A:M Subsurface Scattering.

 

Something that, as soon as you see it, clearly demonstrates SSS (and looks great).

 

I want to stick it in a tutorial video on "Rendering"

 

My all time favourite is: Alien.

It was done by Zaryin (Jeff Bolle).

 

See you

*Fuchur*

  • Admin
Posted

In the early days of SSS Frank Hegemann posted this one:

 

post-2299-1170267930.jpg

 

Here's the one Fuchur was referring to by Jeffrey Bolle:

 

post-99-1170887869.jpg

 

There may be several different version of Jeff's alien out there...

  • Admin
Posted

This isn't a great SSS image so much as it is an odd one.

It's the first (well... second) attempt I made at SSS.

I was trying to see how thick and thin areas with SSS were effecting models.

 

post-1010-1168911752.jpg

  • Admin
Posted

This one kind of goes against the primary purpose of demoing SSS but it does illustrate that there is more than one way to achieve an effect in A:M.

 

Remember this result after Elm (from Soulcage Dept) posted about 'faking SSS' in a render? (You rendered it)

 

post-544-1339778781.jpg

 

Here's the link to that discussion.

  • Admin
Posted

Similar to Nancy's chart, Matt Bradbury posted his analysis of SSS.

Here is one of the results:

 

post-7957-1190503914.jpg

 

Here's the whole topic (with useful information): LINK

  • Admin
Posted

One of Matt Campbell's recent renderings combines SSS with... just about everything else:

 

post-3042-1348246164.jpg

 

I believe Matt donated that project to the A:M Community.

candle_090.jpg

  • Hash Fellow
Posted

Those are great images. I guess the problem with explaining SSS (in 2 seconds) is that it's a subtle thing, not like a lens flare, you pretty much have to see a before and after to "see" it.

Posted
Matt Bradbury posted his analysis of SSS.

 

Here's the whole topic (with useful information): LINK

 

Wow! That's a great thread. Explains SSS like nowhere else, & probably should be included in some documentation, if that effort is still alive, and if still true for recent versions. I don't remember ever seeing it. Even with that info, still seems like SSS requires much experimentation, tweaking based on model geometry, chor lighting, and model's size.

  • Hash Fellow
Posted
Matt Bradbury posted his analysis of SSS.

 

Here's the whole topic (with useful information): LINK

 

Wow! That's a great thread. Explains SSS like nowhere else, & probably should be included in some documentation, if that effort is still alive, and if still true for recent versions. I don't remember ever seeing it. Even with that info, still seems like SSS requires much experimentation, tweaking based on model geometry, chor lighting, and model's size.

 

That is a great thread. Too bad those Bradbury boys went off to college...

  • Hash Fellow
Posted
i have done pretty decent results with SSS. what exactly were you trying to show? maybe i can render an example for you.

 

Something that is an obvious example of SSS and looks good for it. I realize that's vague.

 

I like Jeff Bolle's Alien but it also has many texturing details that are not specifically SSS so it's hard to hold it up for 3 seconds and say "that's SSS" without further explanation.

 

That's the problem.

Posted
i have done pretty decent results with SSS. what exactly were you trying to show? maybe i can render an example for you.

 

Something that is an obvious example of SSS and looks good for it. I realize that's vague.

 

I like Jeff Bolle's Alien but it also has many texturing details that are not specifically SSS so it's hard to hold it up for 3 seconds and say "that's SSS" without further explanation.

 

That's the problem.

 

What about the fish?

It is a good example how SSS can create a wet-look / nicer look from a model.

 

See you

*Fuchur*

Posted

I've explained SSS to a few non-3D folks and they usually get the bit about light showing through ears.

Posted

if i had some idea of what you are thinking i could render something. maybe a bit more detail?

so far i got not to complicated and not to simple. what does the middle look like?

  • Hash Fellow
Posted

I'm not sure what I really want, it may not be do-able.

 

Mark's ear suggestion is a promising one. Is there a head with good ear on it that would lend itself to SSS?

  • Admin
Posted

RE:

post-6746-1357164956_thumb.jpg

 

This image would work pretty well as an intermediately difficult example of SSS excepting there are three areas that seem to be lacking:

- The evidence of bones underneath skin (this can be seen primarily in the jaw and forearm areas)

- The hand (while perhaps in the right position) doesn't look correctly positioned

- The spine/back appears to be deformed

 

Adding bones would probably push this well into the 'too complicated' arena.

 

All for what it is worth here...

Posted

i was going more for the wax look.

and i was going for a happy middle since rob doesnt know what he want yet, but i think this comes close.

  • Admin
Posted
i was going more for the wax look.

and i was going for a happy middle since rob doesnt know what he want yet, but i think this comes close.

 

Knowzing Robert'z exzacting standardz mez knowz itz gotz tooz beez perfectz. ;)

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  • Hash Fellow
Posted
I've explained SSS to a few non-3D folks and they usually get the bit about light showing through ears.

 

A shot like this would be perfect:

 

(this is not A:M, this is not even CG)

Paranorman02b.jpg

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