commit 8376e7b may not be good

Issue #592 resolved
Alessandro Padovani created an issue

Thomas, random walk doesn’t work with eevee, and it also produces different results, other than having issues with separated meshes inside the same object.

That is, burley is more similar to iray and more stable aka artifact free. You may add random walk as an option if the user wants to try it instead of burley.

Comments (16)

  1. engetudouiti

    For Eevee if we set random walk , when render as Eevee blender auto chnage it as Chiristensen-Burley render.

    So actually if it show different effect, it not relate with SSS setting.

    For cycles, the SSS random walk option is not new one, but many real render and report show, it can offer more good SSS detail for character. so there seems almost no merit we prefer to use 2.7 old SSS option.

  2. engetudouiti

    Then if Thomas offer option to exchange SSS for cyles (for eevee blender auto change it when render, so no need to change it by user, without you prefer to use another SSS opton, as default it use Chritensen-Bruley)

    Thomas need to make it as input socket. or user can not change it easy.

    that means, in current translucency shader, Thomas need to duplicate SSS node, and set different option then mix it.

    Blender not offer clever grouping node, which can change those Enum setting. so when we make as custom nodes, they always need to duplicate (or copy ) the node, with set different setting.

    I do not care, even though Thomas set default as Chiritian bluerly though, after all most of blender user may use random walk I believe. then if user need to change it in custom nodes, it is terrible. so even though if use Chritensen-Bruley for cycles, as default setting, we should easy change it by input node of custom translucency(SSS) shader.

  3. Thomas Larsson repo owner

    I just reverted the change, before reading engetedouiti’s comments. Have to think more about this now.

  4. engetudouiti

    If use Chiristensen-Burley SSS with cycles, I often see this issue around lip or ear , nose detail. actually it somehow lost detail. Then try to adjust it by SSS scale or mixing = lost SSS effect

    With RW , it can keep clean detail so my character not be shown as if I use Focus blur.

    you can clearsee, even though I face the monkey eye as just dirty triangle (because for SSS work well, we need to close skin as same as daz do for genesis 3, RW show more clear the modeling edge.

    it shouuld happen for all human face or body detail.

  5. Alessandro Padovani reporter

    Again, for material conversion I'd stay away from random walk because burley is more stable, more similar to iray and works both with cycles and eevee. Then random walk may be provided as an option if the user wants to try it.

    That's my opinion.

  6. engetudouiti

    As my private usage, I do not care which option add on will use it as default for blender cycles SSS.

    But random walk circulate complex mesh volume more precisely than Chiristensen-Burley (not aproximation) = more fit to convert iray volume SSS.

    I may recommend to set which type SSS will be generated as global option. actually change it for all skin is annoying for all user. it is not good if add on default only customized by specific user view.

  7. engetudouiti

    Actually if the Chiristensen-Blur was more effectively work to render daz mesh, of course I prefer it,

    but as my experience it not.

    I already made my custom shader, which can change 2 SSS mode. and I am now working to make default skin for current character.

    Then compare render with perfect same setting. as you know, to get real effect we need to take time. even though we not use volumetric shader (actually I can not imagine how many time I need to remove artifact with cycles real volume shader for final render.)

    Do not know, if attached image can show how blur character face with Chirtian blur SSS. but as real save image (Png) with same compression and perfectly same render setting, the difference is too clear for me.

    Though I suppose, if there is only Chiristensen-Burley , I may try my setting to fit it, but even though I do not set strong SSS, I do not think the effect is better than random walk. to make it work I really need to adjust SSS with wait map.

    And if you serch SSS random walk image, many blender user render show the difference. and they say same thing.

    (For real character skin, Random walk is better option, without it cause issue with your poligons)

  8. Thomas Larsson repo owner

    Now I made the sss method into a global setting. It affects both the principled node and the translucency node group.

  9. engetudouiti

    Thanks as future advance, if we can exchange it as group node input property, it is more easy customize.

    when user find actuall case, the random walk SSS not work, they can avoid issue only for the sruface. with change option.

    Make custom node often cause this shader option (Enum) issue. (eg glass shader, or glossy shader scatter options)

    I think it may need to be requested for blender dev, because blender now start Everything node.

    (so for material, there is no Enum input which can change def shader setting is real problem)

  10. Thomas Larsson repo owner

    Well, I can’t make it into an input property, since it is not an input of the principled node. The Blender devs probably have to create an enum socket before it can be done.

  11. engetudouiti

    Then if someone could render skin more better when you use the Chiristensen-Burley than Random Walk I hope to compare as real case. because so I can choose option when It offer better render for skin etc.

    even though wiht current auto conversion way, add on could manage color more look like daz it not means, it can offer realistic render as final image.

    the purpose is to render with cycles. not try to show same skin color temporally for viewport as mixed . but user adjust it for most of case then take time to render as final usage.

    It is close up eye and nose. the main problem of CB often show SSS color tint eye around skin and nose color. I really often see it for CB render skin.

    This cosmetic I manually painted with 3d coat, and set SSS weight which not effect it, because I hope it as vivid, and reflect more with custom top coat ) so the red around eye show SSS first color. (You see same issue for above face up sample, the skin I set SSS 1st color brown yellow , then it tint around eye) it only happen with CB.

    the pinc dot is what I colored. (udner eye accent) then if you adjust it by SSS you may simply lost most of SSS effect. (just color with diffuse or translucency, then you think it work as reasnable = but no real SSS effect for most of part.

    Render with RW with use perfect same setting. and I do not see real difference for render time to get reasonable render.

    (for this pic, I actually not use heavy cost path for viewport)

    Compare Ear this is CB

    This is RW

    CB version actually show the Ear volume more thin and blur. it should be more visible when I actually set light to show SSS effect clear (though I seldom need it , but need natural color scatter )

  12. engetudouiti

    Ah I do not request to add new switch for principled bsdf (so I think we not ues custom nodes, for principled bsdf option, but simply try to use the principled bsdf SSS, though recently I not test it with principled mode, but try to make material with custom nodes group with use you offered shaders)

    If bsdf translucency node already have switch to change , it is all what I request about this issue. at least for random walk and Chiristensen-Burley (with use global option to set up when we import)

    Then I often see this problem when I test change setting for glossy or glass shader scatter options. sometime I do not know clear which option is best for each shader (then we mix them for many case) but once I set up so, we can not easy change it (all custom node will change), so to make it work,, everytime I need to add new mix node with duplicate>> simple custom node becom complex only for change Enum options.

  13. Alessandro Padovani reporter

    Please let me know if you have anything to add or I may close this one as resolved.

  14. engetudouiti

    Yes it have been resolved (for me there is no problem but just get new option which I can choose)

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