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SSS trough doubleSided Glass shader
I have a character with glasses, the shader is a glass in doubleSided mode, because I want a deformation trough the glass (with IOR), but this shader "cancel" the SSS of the character. Have I missed something ?
Here's the character with trensparent mode in the Glass shader (the SSS is ok):
Here's the character with doubleSided mode in the Glass shader (no SSS):
And here's a test with a simple scene ( with doubleSided glass > no SSS):
EDIT : The thinGlass mode in the glass shader also override the SSS.
Leo Brunel, megaComputeur
Last edited by MegaComputeur (2018-02-25 17:33:51)
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Re: SSS trough doubleSided Glass shader
This is related to the SSS Approximation Depth of the Surface/Surface2 shader.
This basically switch the SSS to a basic diffuse above a bounce limit, to improve render time.
In the case of transparent glass, the glass does not do refraction but uses opacity, so this does not change the behaviour of SSS, while using other modes will do proper refraction (even Thin Glass, because of roughness) and the SSS will automatically switch back to diffuse after a refraction.
Just increase the SSS Approximation Depth to 2 or more to get rid of this.
Benjamin 'Ben' Legros