4.0 Subsurface Scattering, a FOLLOWUP
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- เผยแพร่เมื่อ 21 ส.ค. 2024
- NOTE: In this and the previous video on SSS in Blender 4.0, I say that SSS is now related to the scale of your scene. I need to clarify this statement. It's related to the UNITS of your scene, SSS is not changing according to the scene scale, it's related to the scattering value you put in for the SSS, it's just more RELATABLE to the scale of your scene since the value is now tied into the UNITS you specify for the scene. Hence, it's more tied into the scale of your scene from a usability standpoint. This seems to be causing some confusion and I wanted to clarify it.
This is an update to previous video, "Subsurface Scattering & Sheen in 4.0 are awesome!". In it I try and answer a couple questions about SSS in 4.0 from my previous video on the subject. These related to the SSS Radius parameters and an RGB node. I also show some new material related user interface updates in 4.0.
The video I reference is here: • Subsurface Scattering ...
You can download the material tester I've created here: drive.google.c...
#blendertutorial #subsurfacescattering #blender4 - ภาพยนตร์และแอนิเมชัน
exelent...all my old models are now fracked up and i need to manually reset all the skin materials...exelent features...
Now that Base Color is also the subsurface color in the Principal Shader, you can make them different colors by using a Subsurface Scattering Shader, then mixing them with either a Mix Shader node or an Add Shader node.
I like the Mix Shader node because you can control the mixing using the Factor slider.
Thank you very much for such a quick response! It seems to me that the developers have not yet implemented color selection in the radius parameter, because currently this is only available (as you showed) in the node editor. Well, this is only an alpha version, and there will be a lot of changes. Thanks again!
+1
A Thing that bothers me a bit is that the Subsurface Radius could just have been replaced with a Color Input directly, instead of when a RGB node is connected that is then showing the RGB panel to edit.
But Thank you for the Informative Videos on the Updates!
Really enjoy watching your Videos!
I feel like the decision to leave it to vector is to allow for stylized rendering (using values larger than 1), while the color node would always cap RGB at 1.
@@zozeorswafYou can manually put the RGB values above 1, but then you should instead really just increase the Subsurface Scale.
Tbh, I did ask in the principle v2 dev thread about why not having an RGB input instead of an vector one, but still haven't gotten any answer yet :\
The Radius parameter represents the distance each color channel travels inside the material, so to me it makes more sense to think of it as 3 float numbers (thus, a vector data type) instead of a color. Even though it can be more easily manipulated with a RGB node, I think making it a color socket would just make it more distant from how it should be perceived. Not to mention it would imply the need to worry about clamping and color transformation - it's something that, if you were to use a texture, it would make more sense to use a non-color space instead of sRGB, for example.
To summarize, I don't think it represents a color parameter.
if you use a subsurface value texture (a non color texture, mostly from Substance Painter) it becomes the mix factor of both RBG values on the math node, and also becomes the Scale value of subsurface, testing it on both as Scale and Subsurface value gives the same result as long as the other one stays on 1.0, visually speaking the new subsurface with "default" 3.6 values on 4.0 gives a similar value but more darker contours on the mesh (some of the "see across fingers" effect is lost around the models)
4.0 blender will really be a game changer!
Thank you for trying to explain this to us but sorry to say they changed it again the subsurface value was replaced with a weight value not sure if it works the same. The result of Two methods to get red was green & the 3rd added red using mix node was black & white I hope the new system is better but currently not seeing it.
Did you ever figure out the equivalency of weight vs value? I'm just diving into using SSS for the first time since 3.6 and I'm a bit lost
As awesome as all the new SSS and tabs features are: My favourite new feature that was mentioned in this video is the new way to use search when adding nodes!!!
No longer I have to first press SHIFT+A and then click on Search every time I want to add a node by name. Now I can just type in the name of the node to be added, like in Houdini or Nuke.
I really hype for blender 4.0
Awesome another great video! super excited!
This is fan-freaking-tastic, I absolutely cannot wait for 4.0 everything that's getting added is so exciting I just want it to be here already. Thanks for another good vid ^^
Yes, a lot of good things are happening.
Damn. Can't wait for 4.0
You have a very cool and useful channel, please continue)
Really cool video! Thanks!
Great videos as always
Excellent, the grouping of the parameters looks much better!
Yes, I'm very happy with this.
The really odd thing is how there are the 3 number entry boxes in that Radius part of the SubSurface. Just there with no label, nothing to say what they alter. Yes you have explained what they do in the previous video. But without your explanation no one can see or work it out. Why on earth is each one not labelled as the colour? Just R,G,B would be enough of a hint!
Yep, I agree those labels need to be there.
Yeah for me this has no effect, tried it on a blank cube that my resin material is on, resin needs SSS - doesn't come close in fact it appears to have no effect
Could you do a bit of a dive into something Brecht said on devtalk?
"There are multiple valid ways to use the subsurface radius and scale.
One is that you can use the float to set the scale at which you are working, and then treat the RGB values as a color, that you can texture if needed. Another is that you can set the RGB values to absolute distances, and then have a texture map for the float to vary the distance.
We could easily change the absolute unit to be on the RGB values instead of the float. It’s unclear to me which is more common or useful in practice."
Wonder how these methods compare. My gut is telling me the second option, though less initially obvious, could prove useful to keep around. I did plug a magic texture into scale with some whacked up rgb values, which was fun, but I'm not really that great with SSS to properly test the strengths and weaknesses of each.
I need to do some more investigation because they also added Random Walk (Skin) as a mode which has its own rules. Some initial testing shows that it does look more skin like, but I need to find some time to really dive into it more.
I actually like the way it is now, where you have one parameter to set the scale/sss distance and the 3 rgb values to vary it. That seems most logical to me.
I'm noticing that anything colored black is completely unaffected by subsurf, anyone know a fix for that?
Is there a place to download this material test scene anywhere? It's hardly anything complex, but I think it might be the nicest version of the concept I've seen. The lighting is really nice while still being neutral.
Yes, I've actually just uploaded it and appended the comments on the video with the link.
@@christopher3d475thanks a ton!
So much thanks for this and for your fantastic tutorials. I've learned so much since 5 days I've subscribed to your channel. Keep it up
Thanks for taking the time to make this video Christopher!
I got a question though; I built a scene pretty close to the one you're using(blue glossy sphere) and when I use RGB color to control the subsurface radius I can't seem to be able to turn my SSS red, it looks like it completely turns the SSS off, green and bluesh tones work just fine.
Any idea on what this might be?
Make sure it's in Random Walk (Skin) mode.
👏👏👏👏👏👏😃
After so many years? Am I dreaming? Somebody pinch me.
Hmm. The rgb node desent work on eevee if you connact it into the radius. Only cyclew.
Have I the wrong version or is this normal. 4.0 yes that's the same.
Hello, I'm new to Blender. Does Blender 4.0 have Tri-planar mapping? Thank you for this tutorial.
Yes, for cubic mapped materials. th-cam.com/video/tydrEVlHRb4/w-d-xo.html
Nothing matches up for 4.2.0 Just need a quick way to make wax like the older version.
Make sure it's in Random Walk (Skin) mode, set the Weight to 1.0, all 3 Radius values to 1.0, then set the scale based on the size of your object.
@@christopher3d475
Thanks! I've been using Blender since 2003. I hate changes in software sometimes. You saved me.
Cannot import MetaHuman Animator in Blender , thats a bumer, i really want to Render MetaHuman Animator Iphone using Blender SubSurface Scattering
is that subsurface values really in blender 4.0?
=o
but RGB value WAS not equal to XYZ value!!!
or WHAT???
RGB value has always been equal to XYZ. It's just float values in three channels but labelled differently. For example you can use "Separate RGB" and "Separate XYZ" interchangeably.
@@gurratell7326 that why we need change yellow slot to purple?