Didnt want to create a new thread just for this, but since its on the topic of sales… theres currently a siggraph/cg society focused sale going on with certain Foundry products. Modo 801 is 40% off till sometime in september, putting it at a Maya LT price point. Mesh Fusion is 25% off.
There’s apparently a good workflow for high and low poly meshes with mesh fusion to blender’s booltools plugin, high poly in modo, low poly version in Blender.
Hey! The prices before I changed them were $19.99 for the individual shaders and $29.99 for the double pack. For the next few days they’ll be 14.99 each and 19.99 for the pack. Cheers!
That’s a good deal mate, around 30% off on the Shader Pack… I’ve always like your shader-work, I love working with shaders myself and I can see you put careful though it to yours…
Hi Matt !
I’m testing your mhskin2 Shader and it’s pretty awesome so far.
But I have some questions.
Concerning Shallow/Mid/Deep SSS weight, the defaults parameters are (doing append to your nodegroup):
Shallow SSS Weight => 0.1
Mid SSS Weight=> 0.4
Deep SSS Weight=> 0.5
But in the file exemple you are provided (the head) the parameters are :
Shallow SSS Weight=> 1
Mid SSS Weight=> 1
Deep SSS Weight=> 1
I have tried the two configurations. The first one is darker, the second one lighter, but the two are great.
In general what is the best option ? Why so much differences ?
Concerning the Shallow/Mid/Deep Radius you are telling in the doc “you shouldn’t touch them unless you know what you’re doing.”
However the settings by defaults and from the file exemple are different.
Hey! Sorry for the slow reply, I don’t hang around here as often these days (In the future, the support log on the product page will probably be a safer bet for a fast response). I actually had to crack open the original file to have a look at this one! The short answer is that the values in the file with the head are the intended correct values. It looks like some bad defaults get linked in when you append the material. I’ll have a look at that and upload a corrected version to the market. I have some changes for both sitting in the wings anyway (corrected energy conservation mostly), so this will be a good fix to go along with that. Thanks a ton for bringing this to my attention!
The longer answer is that this shader is definitely more friendly for art direction than the SoG shader, at the cost of greater “mess-up-ability”. I really wouldn’t mess with the radii much unless you’re going for a creature with a blood color other than red, but the shallow/mid/deep weights are very much up for art direction. Their intended values are all 1 (and will produce real-world-correct results when used with color scan data or a high quality texture made from polarized skin images), but you can mess with these to your heart’s content without worry of getting anything really physically implausible.
I purchased your mHskin2 shader when it first came out, and its great. Then here I read where you’d created updates since. How do I access the updates? I went to the support page and couldn’t find any links. Advice?
There haven’t been any updates yet! I’m putting some polish on everything over the next couple of days. Once that’s done I’ll be uploading to the market. All users who have purchased should receive an email with a link to the new products as soon as everything has gone live!
The question is, … Is it better than your prior version? Yes. Faster and less apt to lose detail. I also noticed that hair particles in the earlier version didn’t resolve as well as this version. Don’t know how they’re tied, but in this version, individual fine hairs appear more apparent. Also the shadowing is more transparent, and the underlying color more constrained.
And its faster, … did I say that earlier? So yeah, its way worth the purchase.
Glad to hear you’re happy with it! The hair thing could be due to the fact that the glossy wasn’t strictly energy conserving due to a dumb error by myself. Excess energy from the skin could have easily been blowing out hairs close to the surface. This is fixed in both of the updated shaders.