PBRSkin Opacity support?

Will we ever have Cut Out Opacity support in the PBRSkin shader?

Comments

  • jestmartjestmart Posts: 4,449

    No it is a dedicated skin shader so it has no need for it.

  • evilded777evilded777 Posts: 2,464

    jestmart said:

    No it is a dedicated skin shader so it has no need for it.

    That's a questionable observation, and I would disagree. As would, I think, many third party vendors.
  • j cadej cade Posts: 2,310

    jestmart said:

    No it is a dedicated skin shader so it has no need for it.

    That's a questionable observation, and I would disagree. As would, I think, many third party vendors.
    Since the shader is specifically for skin and opacity completely breaks SSS I can definitely see the rationale behind not having it.
  • evilded777evilded777 Posts: 2,464

    j cade said:

    evilded777 said:

    jestmart said:

    No it is a dedicated skin shader so it has no need for it.

    That's a questionable observation, and I would disagree. As would, I think, many third party vendors.
    Since the shader is specifically for skin and opacity completely breaks SSS I can definitely see the rationale behind not having it.
    Perhaps they could find a way around it....
  • EvieSEvieS Posts: 66

    "Since the shader is specifically for skin and opacity completely breaks SSS I can definitely see the rationale behind not having it."

    Not trying to pick a fight, J Cade ---- but how would you know it breaks SSS if we can't have opacity to begin with to see?  Were you part of the development team - maybe you saw first hand in testing that an opacity option disrupted SSS? The reason I ask is I used to be Poser Beta Team and we had opacity with our SSS and had no issues. Mind you the old Poser texturing was horrid, but the materials contained and used both nodes with no problem. Just curious.

    I'm also bizarred out by the lack of an opacity option and also ambient? What could you possibly use that for....blah, blah, blah---PBR is the greatest...yada, yada. Well for starters, let's talk ear-lobes. The easiest way in which to mimic light through the earlobe is to utilize a transparency or to add a touch of ambient light combined with the base diffuse texture. It's simple and quick. So yes opacity and ambient are needed. Unfortunately I don't understand squat about the shader mixer or builder panes so if any guru is out there who knows how to force both into the existing PBR we'd appreciate it --- might even pay for it. 

    Just my ten cents...

  • Opacity does disable SSS on the Iray Uber sahder, and can be expected to do so since SSS deepnds on havinfg a volume and holes through opacity are incompatible with that

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