http://www.mediafire.com/download.php?7qyqe4zay12
And a test of the same thing as before, but this time with selective
blurring in post-production using a matte pass of the transparency map
on its own.
This completes the effect of transparent, refractive skin. (Think
transparent fishy... if you look closely at one, their transparent
areas share a similar effect.)
I do wish XSI had a blurring node in their "Image Processing" set,
though. :/ It would have made this easier.
On Nov 29, 2007 4:23 AM, El Espiritu VFX <espirituvfx(at)gmail.com> wrote:
> 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.
> > > >
> > >
> > ---
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> >
>
>
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