Fake Subsurface Scattering in Redshift!?

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  • Опубликовано: 19 сен 2024

Комментарии • 25

  • @donross7820
    @donross7820 3 года назад +3

    Your timing is perfect for passing on these really great tricks! Thank you. I was having major problems getting RS SSS to look right and it is so much work especially when I compare it to Cycles 4D SSS and its easy and beauty. This allows me to get good results until Redshift FINALLY adds Random Walk.

    • @YouAndMeAcademy
      @YouAndMeAcademy  3 года назад

      Wonderful, glad this has been helpful! We do have a lesson on SSS that try’s to simplify it. You can find it on our site www.youme.academy

  • @mickey1574
    @mickey1574 3 года назад +3

    Oh wow, I don't think I've ever touched that setting before...great tip, I will definitely try this out!

  • @rodrigofrd
    @rodrigofrd 3 года назад +3

    Just an insight here (haven't tested yet): If you plug a FRESNEL node into the WEIGHT of this Backlight, you can control it similar to the "Scattering" value of the SSS. (You can even use a RAMP between the two for some fine tuning).
    Anyway... amazing hack! Thank you for sharing!

    • @YouAndMeAcademy
      @YouAndMeAcademy  3 года назад

      Oh nice tip! I would be curious to try this. Thanks for sharing and your support. 🤜🤛

  • @everydayhero3610
    @everydayhero3610 2 года назад +1

    thank you for this information. this technique might be pretty useful when it comes to foliage. gotta test it out fist though

    • @YouAndMeAcademy
      @YouAndMeAcademy  2 года назад

      Awesome. It should work, especially for close ups

  • @theodoredaley2229
    @theodoredaley2229 3 года назад +2

    Boss man at it again!! Love the content and how smooth you make everything!!
    Perhaps a subject to tackle that is a bit more daunting to users...RS instances (and how to then control materials after importing the instances). Ie. Instance field of grass or moss or trees (or anything really, could be complicated car geo) + how to make them all have different colours, scale and rotations.

  • @hikimjess
    @hikimjess 3 года назад +2

    I like your super chill tutorials! thank you for this one

  • @johnfilipkowski3457
    @johnfilipkowski3457 2 года назад +1

    Dude, this is exactly what I needed. Thanks for the great explanation!

    • @YouAndMeAcademy
      @YouAndMeAcademy  2 года назад +1

      Thanks John. I’m glad it helped. BTW this is Joe, used to live in Chicago… freelanced and worked at mill. Hope life is awesome 🤜🤛

    • @johnfilipkowski3457
      @johnfilipkowski3457 2 года назад +1

      @@YouAndMeAcademy oh I knew it was you Joe ;) Just didn’t wanna put your name on blast. Life is great man. Thanks for continuing to share your knowledge, it’s almost like I’m working right next to you at the Mill!

  • @MirkoMancini
    @MirkoMancini 3 года назад +2

    Nice one! Thanks for this video 👍

  • @andrearusky
    @andrearusky 3 года назад +1

    very cool... so in the first example, you could reduce the shadow contribution for those area light so that the balls in the front can get some more light coming trough?

    • @YouAndMeAcademy
      @YouAndMeAcademy  3 года назад +1

      No I don’t think so, its less about the shadows and more about the thickness of the objects behind it. Thanks for the support 🤜🤛

  • @EffingtonCouldBe
    @EffingtonCouldBe 3 года назад +1

    This is completely cool - AF.... but I can't get it to work yet. I'm in C4d R21 running Redshift 3.0.24 .... I wonder why. ► Great tutorial, thank you. I got a similar result by clicking "thin-walled" but still not your solution.....

    • @YouAndMeAcademy
      @YouAndMeAcademy  3 года назад +1

      I will have to look at the version history. Perhaps it is not in the version you are in. Ill let you know. Thank you for your support! 🤜🤛

    • @EffingtonCouldBe
      @EffingtonCouldBe 3 года назад

      @@YouAndMeAcademy Thank you. I did update to Redshift version 3.0.45 but still no luck. It must be the R21 issue.