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Looks Great! I needed to find that solution this weekend, and I had decided to go with passes and comp, so thanks!!!
2007/11/29, Alan Fregtman <
alan.fregtman(at)gmail.com>: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. > > > --- Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
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