Hi Guys,
Timo has kindly provided an SSS [ Sub Surface Scattering ] type shader for
us all. THANKS TIMO. Here you go:
http://www.tidalsound.com/3dstuff/SSSish_V2.zip
What is Sub Surface Scattering?
Have a look at the WIKI explanation :
http://en.wikipedia.org/wiki/Subsurface_scattering
I suppose you can get this effect if you hold your hand in front of a small
light in a darkened room. See the light through the thinner webbed parts
between your fingers. A candle is a good example of SSS when lit. Pictures
describe it best. Here are some meager attempts on my behalf using TIMO's
shader:
Candleshack:
http://www.tidalsound.com/3dstuff/ssstest6.png
http://www.tidalsound.com/3dstuff/ssstest2.png
Ice:
http://www.tidalsound.com/3dstuff/ice.png
http://www.tidalsound.com/3dstuff/ice3.png
http://www.tidalsound.com/3dstuff/ice4.png
These are just roughs, yes one can pick at them, but I think they
illustrate SSS reasonably enough.
To use the shader - apply it to a mesh/model you have created [ along with
other shaders / materials if you wish ]. You will need to setup a GI render
environment around the scene for this shader to be effective. To do so,
have a look at the REALSOFT Wiki:
GI Explanation -
http://rs3dwiki.the-final.info/index.php?title=Global_Illumination_explained
GI Tute -
http://rs3dwiki.the-final.info/index.php?title=Beginner%27s_GI_tutorial
GI Tips - http://rs3dwiki.the-final.info/index.php?title=GI_tips
Quick explanation - See the Scene Setup under the GI Tute page above.
To load the shader - Unzip it, pop it into the Realsoft\Materials folder -
maybe create a new folder under Materials called SSS and add it their [
Here I am assuming you are using Windows and Explorer ]. Launch RS, go to
materials tab, Right Click [ in empty area ], Purge, Right Click, Browse
Material Library, scroll down to your new SSS folder and double click
SSSish V2 material to add.
When you load the SSSish shader into your project, double click it [ untick
advanced if ticked ] and have a look at the attribute names like Subsurface
Color, Falloff etc. If you point at these attribute names you will find
explanation tooltips on each attributes usage. Feedback on these please. I
tried to make them as simple as possible with the help of TIMO and the lads
at the IRC.
I edited this shader [ with Timos knowledge/permission ] as an example of
what I mentioned in the other mails at this list currently about RS and
front ends for non techies
It seems my RS user types mentioned [ Prompted by Jean's mention of same ]
have caught on at the IRC:
I would divide the user base as follows:
level 1 - The Ultra 3D beginner in general
level 2 - The 3D enthusiast who has experience, but is more artistic and
not a techy in any way
level 3 - The proggy / techy Experts where 3D is secondary to redesigning
and turning RS code upside down
level 4 - A mix of 2 and 3 above
So the above Shader was created by a Level 3 [ Timo and the lads
], filtered through a level 2 [ me ] for level 2 and below usage ... I hope!
Enjoy
Thanks to TIMO,
Cheers
Aidan