http://www.mediafire.com/?btjzn24vy30
Here's a quick test render, with a refractive index of 1.2.
On Nov 29, 2007 1:33 AM, Alan Fregtman <alan.fregtman(at)gmail.com> wrote:
> 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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