Slow translucency
Slow translucency
Hi
I am trying to make a plastic translucent material.
I am following the formula:
Color*Diffuse+Reflection+Translucency<100%
i am satisfied with result but the rendering is just too slow.
Any good ideas how to render material with translucency faster?
I am trying to make a plastic translucent material.
I am following the formula:
Color*Diffuse+Reflection+Translucency<100%
i am satisfied with result but the rendering is just too slow.
Any good ideas how to render material with translucency faster?
- Attachments
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- white plastic with transluceny - slow.srf
- (47.52 KiB) Downloaded 265 times
Re: Slow translucency
This renders fine here. Are you sure this is slowing down your render?
Your node setup is not completely correct though because diffuse component could actually become negative with some values.
Your node setup is not completely correct though because diffuse component could actually become negative with some values.
- Jure
Re: Slow translucency
How would you set up the surface?
I am attaching the scene. It is (wants to be) hi quality ... anyway i render a closeup for like 30 min...
I am attaching the scene. It is (wants to be) hi quality ... anyway i render a closeup for like 30 min...
- Attachments
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- slow_scene plastic.rar
- (1.2 MiB) Downloaded 246 times
Re: Slow translucency
Well a model is just a model... i am trying to make a material...what did you mean that node setup isnt correct, whre did i go wrong?
Re: Slow translucency
I think it's because you are subtracting numbers like 1.0, from numbers like 0.5 which means you are passing negative numbers to some of the material channels.
Re: Slow translucency
huh....how to setup a node like that?... wouldn't it be nice if we had a kray sufrace shader where you would just put in textures, set up some values of textures and the shader would calculate what needs to be calculated for a realistic result....
Re: Slow translucency
Skonk wrote:I think it's because you are subtracting numbers like 1.0, from numbers like 0.5 which means you are passing negative numbers to some of the material channels.
Yes this is correct. Although in your example it does seem that translucency is taking a long time to render. Maybe it's due to several lights in the scene having effect on translucency.
- Jure
Re: Slow translucency
Here's a basic node setup that should properly adjust reflection/translucency/diffuse strenght. I've added texture nodes in the mix in case you want to drive your values with textures.medzo wrote:huh....how to setup a node like that?... wouldn't it be nice if we had a kray sufrace shader where you would just put in textures, set up some values of textures and the shader would calculate what needs to be calculated for a realistic result....
- Attachments
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- diff-refl-transl_nodes.srf
- (49.4 KiB) Downloaded 295 times
- Jure
Re: Slow translucency
Tnx Jure! I see the difference, but isnt translucency also affected by fresnel like reflection? Acctualy I have nothing to back this up... is there any paper that would explain how shaders work?
Re: Slow translucency
Sure, you could throw fresnel in the mix if u wanted. Translucancy is not "physicaly accurate" shading model though, it's just an approximation of the SSS on thin materials.medzo wrote:Tnx Jure! I see the difference, but isnt translucency also affected by fresnel like reflection? Acctualy I have nothing to back this up... is there any paper that would explain how shaders work?
- Jure