any clusters in the scene, and do you have local environment maps
(sta_environment shader) on any of the materials related to the eyes/irises?

I'm not sure if those things will be related to the odd behavior but I
recently saw an example where the combination of those two things caused
unpredictable results.

also, it might be better to post stuff like this on the sitoa list.


On Tue, Mar 4, 2014 at 2:00 AM, Szabolcs Matefy <szabol...@crytek.com>wrote:

> Yep, meanwhile I figured it out. It's very typical, that I submit my
> problem, then I find the solution. However, I have a recurring issue with
> transparency, I have two eyes, and sometimes when I change the light
> direction, or the camera view, the irises behind the eye lens disappear. I
> need to destroy the scene, cast some woodoo mojo and pray to make the iris
> reappear...
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *nick name
> *Sent:* Monday, March 03, 2014 1:31 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Arnold skin
>
>
>
> I meant try 1si = 0.1m
>
>
>
> On Mon, Mar 3, 2014 at 2:29 PM, nick name <creator3dstu...@gmail.com>
> wrote:
>
> In the Advanced Settings of the SkinSSS shader there's a multiplier. Not
> sure if that's what you're looking for.
>
> However, assuming 1si = 1m might not be the wisest thing to do. Try with
> 1si = 1m and see how it goes.
>
>
>
> On Mon, Feb 24, 2014 at 4:09 PM, Szabolcs Matefy <szabol...@crytek.com>
> wrote:
>
> Hey folks
>
>
>
> I've just downloaded Arnold, and tried to set up something (especially
> skin)
>
>
>
> I've got few question to those, who are well versed in Arnold:
>
>
>
> 1.       Is it possible to scale the SSS? Like in MR there were a scale
> conversion value, do we have it here as well?
>
> 2.       My skin looks red. Awfully red...I used the default shader lit
> with a Quad Light, nothing fancy no texture. I admit, the model is created
> in a 1 unit = 1 m system, I tried to adjust it with Radius multiplier, but
> yet I do not like the outcome...
>
> 3.       It seems, that the skin shader doesn't have a diffuse component,
> just scattering?
>
>
>
> Cheers
>
>
>
>
> Szabolcs
>
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