Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Subsurface on foliage not working correctly.

Hey guys,

Me and my friend are having issues setting up some subsurface on our trees/ivy on our level we are working on. We read over the document but still have our branches/vines using the subsurface. We noticed that then the black was the subsurface mask so we inverted it within Photoshop/Oneminus Node and it turns out much ugly.

How do we get our shader to work correctly so only leaves/ivy are subsurface and not the branch/vine.

As you can see here with the invert we have the branches using the SS as well as the leaves but from afar it looks good (but not what we want) alt text

As you can see here we are using the 'correct' SS mask and it makes the leaves look completly wrong even with different values. It still slightly goes onto the branches. alt text

Here is our shader network. alt text

Product Version: Not Selected
errorone.png (851.5 kB)
errortwo.png (852.3 kB)
helplease.png (289.1 kB)
more ▼

asked Feb 13 '15 at 04:30 PM in Rendering

avatar image

167 10 11 149

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hello Marsassassin,

So the reason you are having issues is because of the '1-x' node. I have set up my own material using a combined approach from one of the example materials in the engine and a 'FuzzyShading' Node. My approach is just a bit more complex, but gives you greater control over the subsurface strength.

Custom Subsurface Ivy Shader alt text

The thing to pay attention to here is the 'Alpha' channel of the diffuse texture is being fed into the 'Opacity Mask' input, and the 'Opacity' input is being derived from the red channel of the masked texture sample.

Original/Simpler Subsurface Shader alt text

This set up is a bit more straight forward and uses a multiplier and a desaturation node. This allows for a greater range of control for the overall color.

Comparison in the World alt text

The one of the left is the shader I created, and the one on the right is the original/second shader. Both approaches work great, but with the one I created you can convert the constants to parameters if you wanted to create a material instance for customization.

Let me know if you managed to get your SSS to function as intended, or if you are still having some trouble.


Andrew Hurley

more ▼

answered Feb 13 '15 at 10:25 PM

avatar image 3DKyle Feb 14 '15 at 11:39 PM

Thank you Andrew, I still haven't got the desired effect I wanted but that might be down to my normals and texture.


avatar image AndrewHurley Feb 16 '15 at 02:27 PM

Hey Marsassassin,

You are welcome, yeah it seems your textures could be the limiting factor here. Good luck with getting it to look correctly, and if you have any other questions let us know.


Andrew Hurley

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question