View Full Version : FPrime 3 & 9.2 Female Nude Simple Skin
Lost_Soul
03-21-2007, 07:36 AM
Let this cook last night for 5 1/2 hours. Reached Quality level 88.
FPrime Render Radiosity On
One Area Light 45% intensity at aprox. 2m with falloff
Basic Simple Skin
No Images
Sky Gen Backgound
I guess if it were uvmapped with images the wireframe lines wouldn't show?
Is this a common issue?
Dual Processor Xeon 3.0
4.5 Gigs Ram
XP Pro x64
Lost_Soul
03-21-2007, 08:09 AM
Heres a ten minute render. Quality Level 14
Area light intensity 22.5%
Lost_Soul
03-21-2007, 10:23 AM
Original Pic Here.
Also should state that these were done using
the real lense camera.
Will add tests done with Advanced Camera.
Anttij77
03-21-2007, 05:23 PM
Original Pic Here.
Also should state that these were done using
the real lense camera.
Will add tests done with Advanced Camera.
Is the surface double sided? I can see the backdrop thru the eye sockets, so I guess it it's not. The SSS materials require you to use double sided surfaces.
Lost_Soul
03-21-2007, 06:58 PM
The surface is double sided. I thought that was odd to that I could see through it, but I thought it was because of the Node properties.
Lost_Soul
03-21-2007, 07:24 PM
Here are two shots using advanced camera.
First is FPrime 20 minutes
Second is a 9.2 render 40 minutes
monte carlo 4 bounces AA 8
The SSS materials, as far as I know, also prefer closed meshes. So leaving holes in the eye sockets, mouth, ears, etc. can cause issues in those areas.. Close them up and see if that improves the transparency problem.
spec24
03-25-2007, 06:40 AM
The wireframe stuff is a current problem with all LW SSS shaders. Kappa and Omega which were introduced in 9.0 display this problem. Simple Skin and Kappa II in 9.2 still do this. A solution, apparently, is to increase your subdivision level to very high levels. Not sure why LightWave has this problem when other SSS solutions don't. It's not a bug.
It's not??? Sure looks like a bug to me. It's driving me nuts over here.
spec24
03-25-2007, 05:49 PM
That's just crazy. Workarounds? Do other software packages have workarounds to there SSS shaders? :confused:
jameswillmott
03-26-2007, 02:21 AM
The wireframe stuff is a current problem with all LW SSS shaders. Kappa and Omega which were introduced in 9.0 display this problem. Simple Skin and Kappa II in 9.2 still do this. A solution, apparently, is to increase your subdivision level to very high levels. Not sure why LightWave has this problem when other SSS solutions don't. It's not a bug.
In all fairness, Modo suffers from this effect too. See attached render.
kfinla
03-26-2007, 07:03 AM
Ya I've never seen that happen with the skin material in modo, but perhaps I don't work at polycounts low enough for it to be apparent.
Anttij77
03-26-2007, 06:50 PM
Did you doctor that screenshot? :p
...I'll be damned, as I've tried everything to make Modo's SSS mess up and I have not succeeded. I guess it's not as perfect as I thought it was. But I've never seen it mess up on character models the way I'm always getting in LightWave - I guess I'm just very lucky/unlucky with my setups.
What is the size of that ball and what are the SSS settings? I need to investigate this a bit and find the similarities in "breaking point".
Thank you for pointing this out, it is quite interesting.
You're not seeing this because of Modo's adaptive surface division.
So it's *almost* like increasing the SDS level in LW.
jameswillmott
03-26-2007, 09:37 PM
Did you doctor that screenshot? :p
No, I assure you I haven't doctored the screen shot at all. :P
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