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View Full Version : SSS_Fast_Simple shader and passes..


j_rocket
03-07-2008, 06:01 AM
Hi all-
Has anyone used the SSS_Fast_Simple shader (comes with xsi 6.0), while working with multiple passes?

My problem is that i am using it in the main beauty pass fine, but when i create a depth pass, the objects with the SS material cannot be over-rided (or are not by normal default behaviour) with the constant shader that is applied by the depth pass.

IE, the SSS shader, as we all know totally over-rides all the material ports, so the material does not change for the pass.

PS, my SSS material is on a cluster as it happens

is there a material work around for this? I wish the SSS shader did not take total control of the material node :-/

thanks in advance- i like this new fourm!

john.

bt3d
03-07-2008, 08:12 AM
Materials on clusters should be avoided, because they often lead to the problem you described: you can not override them with another material in a pass (if I'm not wrong).
Check if the problem still appears when you don't use a cluster.

j_rocket
03-07-2008, 11:06 AM
Materials on clusters should be avoided, because they often lead to the problem you described: you can not override them with another material in a pass (if I'm not wrong).
Check if the problem still appears when you don't use a cluster.

thanks bt3d,
i knew about the issues with clusters and passes. this situation doesn't come from clusters unfortunately...

heres a screen shot of the rendertree material, with the Depth pass as current. you can see the constant node added by the depth pass, but you can also see the SSS shader over-riding, and greying out the other material ports.


http://itsmoving.co.uk/ul/rtree_depth.jpg

any clues?

bt3d
03-07-2008, 11:13 AM
Ah, ok, the problem is located in the default depth pass. It overrides only the surface port of the material and not the complete material.
Possible solution: Select your SSS object, create a new partion with it and put a new constant material to this partion.

j_rocket
03-07-2008, 11:20 AM
Ah, ok, the problem is located in the default depth pass. It overrides only the surface port of the material and not the complete material.
Possible solution: Select your SSS object, create a new partion with it and put a new constant material to this partion.

ahh gotcha, ok ill try that this afternoon. thanks!

edit: works perfectly, thankyou :))