Subsurface shaders taking in nearby colors?

Testing6790Testing6790 Posts: 1,091
edited December 1969 in The Commons

Hi! I made a post the other day about applying skin shaders to primitives and got an answer, so I was messing around and ran into something new! Say I have a purple primitive using the purple gummy shader. Next, but a second nearby and set it to another color. The white primative will render purple if too close to the purple object.

How do you fix this?

Comments

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited October 2013

    Are you rendering with UE in GI Bounce mode?

    Also, try setting one primitive to one group id, and the other prim to another group id (not sure if that matters with separate objects, but hey). The setting is in the surface options.

    Post edited by Lissa_xyz on
  • Testing6790Testing6790 Posts: 1,091
    edited October 2013

    I'm using UE, what's GI Bounce mode? Edit: No I'm using soft shadows, not bounce mode.

    Post edited by Testing6790 on
  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 1969

    GI Bounce will cause color bleed to simulate radiosity.

  • CzexanaCzexana Posts: 167
    edited December 1969

    Hi! I made a post the other day about applying skin shaders to primitives and got an answer, so I was messing around and ran into something new! Say I have a purple primitive using the purple gummy shader. Next, but a second nearby and set it to another color. The white primative will render purple if too close to the purple object.

    How do you fix this?

    Do you have the same subsurface group on the surfaces of both objects (the 'Group ID' in AoA SS shader)? If so setting them to different numbers on the two objects should stop the colour bleed.

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