Hey guys. I've been messing around with the sss skin shader and have a problem, I can get my skin looking how I want it but when I try to render to texture I get black unwrapped to my uvs. I have 3 spotlights on the model. Any idea why it would come out black and how I can get it to render the skin properly? I am trying to bake the shadows and lighting for an old game engine with no normal or spec support..
Oh and I have the render to texture dialogue set to mental ray like it should be (or should it?)
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Thanks for the info, guess I'll just have to bake my lighting into a regular material then.
It looked so nice
you could just render it from deveral angels and stitch it together in Photoshop
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Since the shader is based on camera angles, though, it still wouldn't work...
I haven't used fastSSS in particular (nor any software SSS renderer), but in the hlsl skin shader I wrote (and those I've looked at), many variables are tied to the eye vector... in mine SSS isn't tied to the eye, but on the other hand, its just a relatively crude SSS fake... real SSS involves light entering the skin and bouncing back out, so I'd assume the angle of the camera would influence how much you see somewhat... my guess is, it is the other parameters, not SSS, that are tied to the camera position more or less, and why your render wouldn't turn out correct.
well if it renders black obviously its not going to work but I don't see why the principle is different?
But yeah, it'd work fine for situations where you can control the position of the character and lighting, it'd probably even work pretty much fine for most in-game situations except Doom3 corridors
http://forums.cgsociety.org/showthread.php?t=188666
Since the shader is based on camera angles, though, it still wouldn't work...
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maybe it would not be mathmetical accurate, but that was not the thing I was aiming for, i did this several times and it worked out pretty well, of course you have to put some work into it, but having pre baked SSS in the diffuse texture workes quite good, at least for me