Testing SSS with Blender 2.44 - something's wrong

Hello :slight_smile:

I’m testing the SSS feature in Blender 2.44 and noticed a problem (or maybe it’s just me).

For my character (my manga girl) I’m using 3 materials for the body. One for the body, one for the head and one for feet+hands. The reason is that that way I can use the whole place of the map for the head, for example.

But now, with the SSS, I have some troubles because when it renders, the SSS follows the materials, and not the mesh itself:

http://img170.imagevenue.com/loc336/th_15731_rendu33sss_122_336lo.jpg

You can clearly see a demarcation on the neck and the head doesn’t fit with the body at all. :frowning:

So am I doing something wrong or this is something which need to be improved?

Hi,
Are you sure that your material and SSS settings are exactly the same for the different skin materials used on the mesh ?
Philippe.

Yes, I verified several times. And even with simple materials with sss, the problem is the same. :confused:

Can you upload the .blend for others to check & test?

.

File: sss_test

I created a sphere and assigned 2 materials which are exactly the same. When you render the pic, you can see that the materials doesn’t fit.

http://img37.imagevenue.com/loc848/th_70124_render1_122_848lo.jpg

It’d be best if you told Brecht this, the developer of SSS. Post in the “Subsurface scattering in blender? Easy!” thread in news and discussion.

yeah it appears that the lighting isn’t shared between materials since light that should be filtering through from the lit side of objects isn’t. fixing this might not be trivial, but if it was addressed, it might open the door for cool effects where objects can internally occlude the scatter (ie bones, etc)

p.s. glitches aside, the material is looking really good on that model!

1 Like

Not sure why it does this, or if it’s technically a bug (obviously an undesirable effect, though).

But, I don’t think you even need multiple materials. Just assign the one SSS material to your mesh, and use multiple UV sets to apply individual maps to the various parts of the model.

.

Multiple UVs? That may be the solution, but I need to learn how to do it first :confused::rolleyes:

And I’ll post something on the sss easy thread :rolleyes:

Intro

Video

.

Thanks! :slight_smile:

Multiple UVs:
F9
Mesh Panel
UV tex: New

Give it a name and hop ! Voila

EDIT : oops a bit late

Thanks anyway :slight_smile: