Figured it out! :D
Using BA_sss_fast shader, I plug my transparency map to the
rep_col_weight ("replace colour weight") and a "Refraction" node (from
Nodes->Raytracing -- both input and refraction RGBA values at 1,1,1,0)
plugs to rep_col ("replace colour")
......and voila! Refraction and transparency at rendertime, with a skin shader!
-- Alan
On Nov 29, 2007 12:36 AM, Alan Fregtman <alan.fregtman(at)gmail.com> wrote:
> Hey guys,
>
> I've been trying to see if I could get SSS skin to work with
> transparency on certain areas. As I'm sure you all know, there's no
> "transparency" input
>
> I kinda managed to fake it by rendering in passes and using
> AfterEffects trickery ("Displacement" filter and Gaussian Blur, with a
> track matte) to kinda look transparent and slightly refractive. (See
> the attached .mov for my result.)
>
> However, due to the nature of how this trickery is accomplished, it
> does not take kindly to overlap. If, say, the object had one arm and
> it turns around so the arm is behind him and the middle part is
> transparent, you wouldn't actually see the arm behind him, but the
> wall from the BG pass. Understand what I mean?
>
> So...... has anyone managed to succeed in this task? Anyone have a
> custom shader tree or know some way to manage this?
>
> Any help appreciated,
>
> -- Alan
>
>
> ps: I tried the sss split material and lightmap nodes and tried
> plugging a mixer to make the transparent parts RGBA 0,0,0,0 but all I
> got was opaque black in those areas.. no transparency.
>
---
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