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Index
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Info zum MH Subsurface Scattering Script
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MHsss
Info:
Das Original [en] dieses Tutorials finden Sie
hier.
Help:
MH Tutorial: using the SubSurface Scattering script.
This tutorial aims at showing how works the SubSurface Scattering Script of
the MakeHuman project [en]. The script is a different version of the
Superficial Scattering script already featured on ::feeblemind.org::,
and, as it can simulate the translucency of the material, it gives more
realistic results for such materials needing transparency to be taken
into account.
Hier können Sie das Script herunterladen:
MHsss beta 04, and here you can see: The
discussion about features and usage.
:: Preliminaries ::
Zuerst müssen Sie Lampen in Ihrer Szene definiert haben. Das Script wird diese
einbeziehen (in welchem Layer diese auch gesetzt sind) und kalkuliert dann den
Scattering-Effekt entsprechend ihrer Position zum Gegenstand, auf dem der Scattering.
Effekt beabsichtigt ist.
Das Scattering wird als Vertex Color Light Information gesetzt. Dazu muß der
VCol Light Button in dem Material-Tab innerhalb des Shading (F5 key) Menüs
aktiviert werden.
Sie können natürlich das Script für alle Objekte innerhalb Ihrer Szene
verwenden. Sie müssen dazu jeweils nur diese auswählen bevor Sie das
Script auf diese anwenden.
- Setzen Sie mindestens eine Lampe
- Setzen Sie den VCol Light Button auf 'on', für das Material des Objektes
- Stellen Sie sicher das das jeweilige Objekt auch ausgewählt ist
:: Wie das Script zu benutzen ist ::
Die Verwendung des Scriptes ist sehr einfach.
Teilen Sie Ihr 3D View in zwei Hälften. In einem davon, drücke Shift+F1
um das Script per Append zu laden. Wechseln Sie in das Verzeichnis in welchem
Sie MHsssbeta04.zip entpackt haben und gehen zu MHsssbeta04.blend.
Gehen Sie nun in das Text-Verzeichnis und wählen dort das MHsssbeta4.py
aus. Wechseln Sie nun in einem der beiden Fenster in das Text Window (SHIFT+F11).
Klicken Sie nun den Auswahl-Button um zwischen den verfügbaren Textdateien
auswählen zu können. Wählen Sie nun MHsssbeta4.py aus.
Starten Sie das Script anschließend mit Alt+p.
Die GUI des Scriptes sollte jetzt auf dem Bildschirm erscheinen.

Setting the colors of the scatter effect:
- Epidermal scatter:
The three sliders (Rt, Gt, Bt) set the tangential color of the scatter
effect, e.g. the dermal color. They range from 0 to 255. The color should
be as close as possible to the the base material color.
- Subdermal scatter:
The three sliders (Rp, Gp, Bp) set the perpendicular color of the scatter
effect, e.g. the subdermal color. They range from 0 to 255. For a human
skin, the color should be red-like.
Setting the behavior of the scatter effect:
- Scattering:
This rules the diffusion of the scatter effect through the object
effected, by increasing or decreasing the luminosity and contrast
of the scattering effect. Low value will simulate a very local
scattering effect, while a high value will produce a scattering
effect diffusing more widely through the object's surface. Starting
with a low value (e.g. 0,15) is a good idea. It could range
from 0.01 to 1.00.

On this picture, only the Scatter value is changed
(0.05 on the left, 0.15 on the middle, 0.35 on the right).
The scatter effect grows in influence and intensity just as the
Scatter value does.
Density:
- This sets the density of the material. The higher the density, the
lower will get the scattering effect. The density is the same than the IOR
for transparent objects. Here you can find an extensive list of material
densities. For the script purposes, it could range from 0.01 to 4.00.

On this picture, only the Density value is changed (0.5 on the left, 1.5
on the middle, 3.0 on the right). The scatter effect is really more important
when low Density is encountered, as light can propagate more easily than
when density is high.
Iteration:
- This rules the quality and the intensity of the scattering effect.
A high value will produce a scatter effect of good quality and high
intensity, but to the price of longer calculations times. It could
range from 10 to 50 and starting with a medium or low value (e.g. 15 to 20)
can be quite time saving for your first tests!
Utility buttons:
- Exit:
This button simply exits from the GUI of the python script. All
values and settings are automatically discarded.
- Save:
This button lets you save the settings of the GUI. It's very convenient
if you want to recall old values, or if you wan to run the script on
multiple objects, each with their own settings.
- Load:
This button lets you load settings previously saved.
- GO:
This button starts the calculation of the scattering effect according to
the settings of the GUI, on the object that is currently selected.
It stores the result of its computations as VCol Light intensity.
:: Useful tips with this script ::
Finding the settings for getting good scattering effects could sometime
become tricky. Just as with the
Superficial Scattering script [en],
you have to maintain a believable amount of lighting energy in your scenes, and
sometimes, you will get some strange color artifacts you would like to get
rid of. Harkyman put online a good paper showing his experimentations with
the script, and his conclusions could be taken into account for your own scenes
and material:
Test Renders for MakeHuman SSS script Beta 0.4 [en].
Here are a few tricks that should help you out:
- Maintaining the balance between the Scatter and the Density values:
By increasing the Scatter value too much, you can get some strange colors
artifacts. To get rid of them, you will have to maintain a good balance between
the Scatter value and Density value. When both are strong, the artifacts are
easy to spot. If you need high Scatter values, try to decrease the Density
value. Obviously, in real world, it's frequently the case! Think of a paper lamp,
lit from the inside by a bulb. The lamp will be mainly translucent due to the
thin layer of the paper and its very light density: it has a high Scatter value
and a low Density value.
- Dealing with density values:
If you have no clue about the density of a material, use your common sense
and start with the water value: 1.33. Then increase or decrease the value,
according to the material buoyancy: if a small ball of the material floats
on water, decrease the density, if it drowns, increase it. Keep in mind that
human body's density is not constant, even if made out of 70% of water, so
tweaking this value in order to get eyes-friendly results will be needed
anyway for most organic objects
- Maintaining the lighting balance:
As the script writes SSS results as VCol Light information, after using the
script, it will be clearly visible even in unlit or dark scenes. If you
have strong lamps in your scenes, and perhaps also make use of Ambient Occlusion,
then your object could quickly become overlit. To correct this, you can make use
of many tricks: decrease the Light Received value; decrease the Ref value of the
Material shader; decrease the Iteration value.
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