zegritch
10-21-2008, 04:03 PM
Hi there,
I am currently working on skin and eyes shaders, and I have a couple different SSS passes going on. All was working fine until I had a new shader with an sss pass which I renamed. The irradiance became black in this shader ssRender pass. Does renaming an sss pass break any connection?
Then I thought I would just delete this renamed sss pass (using the menu) and re create a new one but then all sssRenderpasses stopped casting shadows, so I am now getting superbright sss effect on all my shaders :(
I am using an env light with Hdri.
Another issue I had was using a grey bump map wich is causing back artifacts depending on the intensity (even with high quality render settings). I've tried a remap node, tweaking the alpha offset but didn't work. Do I need a bounding box attribute for bump ? Any known issues with the bump node in rfm?
cheers! :)
P.
I am currently working on skin and eyes shaders, and I have a couple different SSS passes going on. All was working fine until I had a new shader with an sss pass which I renamed. The irradiance became black in this shader ssRender pass. Does renaming an sss pass break any connection?
Then I thought I would just delete this renamed sss pass (using the menu) and re create a new one but then all sssRenderpasses stopped casting shadows, so I am now getting superbright sss effect on all my shaders :(
I am using an env light with Hdri.
Another issue I had was using a grey bump map wich is causing back artifacts depending on the intensity (even with high quality render settings). I've tried a remap node, tweaking the alpha offset but didn't work. Do I need a bounding box attribute for bump ? Any known issues with the bump node in rfm?
cheers! :)
P.