Hmm, I thought all these incremental UDK updates were, technically, Unreal Engine 4? What else could they possibly have tucked away that needs a whole new version number for it? Fancier SSS? (and if following recent trends, add about 15 more S's to that.)
Hey guys, making a long story short here but today my new ssd (1 tera) arrived. I was all happy and decided to clone my old SSD to my new one. After this process neither SSD's wanted to start windows so I had to reinstall windows on my new SSD. Unfortunatelly this means that all the little scripts that I found/ keybinds…
It is not possible to use both modes, however, there is a scattering option in the refraction shader. We are updating this in the next version to include a scattering map as well. If you have two very different areas of your asset that need refraction and SSS respectively, ie: skin and glass, I would recommend applying…
I wanted to get a "realistic but still synthetic" look on the face, to have something close to painted latex prosthetic, but I'm not too sure about the settings of the SSS for it. And indeed I changed the colors of the robots at the last minutes and reflecting these changes on the human part would work better.
Hi Polygoblin. I´m really happy that you liked it, thanks for the feedback. I personally prefer the clay version and I agree with you about the plastic look, you´re totally right about it. I didn´t use the right maps for a SSS. Cheers. =)
I'm pretty sure that Prometheus is only referring to skin tones for saturated mid tones in his art tutorial, though i think his wording is confusing there. Saturated mid tones in this case can be explained via SSS. Otherwise afaik there is nothing in the maths that would cause it.
Or its could be mental ray, the ears seem to be having the sss shader. But arshlevon can give us the right answer . Awesome stuff in here arsh. btw tanx for the tutorial (the -from zbrush to max- tutorial). Hopefully school will install zbrush soon, I like to try it.
Using a falloff node for the diffuse lets you define a color gradient to be mapped across the surface using facing angle, light angle etc. This can help create skin so that you can fake SSS by making it go slightly red near the edge of the lighting.
I haven't seen much talk about SSD in this thread as of late, but it was the single most important upgrade I made that drastically improved the performance of the latest machine I built a few months ago. You can get a fast proc and a rockin video card but you'll still be slowed way down by the write and read times of the…
Hey all, Thanks for the feedback Stromberg, especially about the newer engine version's SSS. I ported the project over, brightened the scene a bit and finally fixed the foliage :) It's bee a bugbear of mine all project, so glad Epic have given us a better shader option.