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Thickness maps from Athos (Wildstar) for SSS

Posted By Rampa Last Month
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Rampa
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Here are the thickness maps from Athos (Wildstar) to load in the glow channel.

To use them:
Unzip this file. https://drive.google.com/open?id=1msH_gL_ueQNHm_5zcLGXu_x5-hKdAutq
Load the maps to the body part they are named for.
Adjust using the strength slider and color adjuster panel.

Here is the thickness map on the right, vs the albedo in the glow on the left. I toned it down a bit, as I like it fairly subtle.
https://forum.reallusion.com/uploads/images/e46c305d-ba28-40f4-85a7-f26f.jpg
And here is more extreme example.
https://forum.reallusion.com/uploads/images/acf26398-b3d0-4bc4-812b-ca2f.jpg
Edited
Last Month by Rampa
toystorylab
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Thanx to you both Wink


Toystorylab on Vimeo : https://forum.reallusion.com/uploads/images/ce44ea78-6984-47d8-9bf4-b783.png    Crassitudes (my "Alter Ego") on Youtube: https://forum.reallusion.com/uploads/images/fcc4df30-b3a8-40a5-a427-0735.png

Kipster
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I'm sorry, but it just looks like he got a mild sunburn
except on the helix and scapha of his ears where sss would be the strongest.



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Last Month by Kipster
wildstar
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the idea is just render the thickness map for a cc3 base and bake into a glow map , anyone knowing how
to use substance painter can do that. plus the user can tweak the map using hue , saturation brigh, contrast controls for the map inside iclone to get the effect desired, using it as inteligent way can get very good results
as i already say . better than regular fake SSS you can find on game engines like unity/unreal, just cause the vxgi react better than light probes
on characters, and with carefull you can fake transmission with correct ilumination and emission values . using vxgi
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TonyDPrime
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Wildstar, you know what this reminds me of, in Octane where you have Direct Lighting vs Path Tracing.  
The Thickness approximates more of that richness Path Tracing gives in Octane with SSS, vs Direct Lighting where it would be that flat lifeless color.





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