Ubersurface 2 and AoA Ambient Light SSS problem
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I'm having trouble getting the Advanced Ambient Light to render Ubersurface2 subsurface scattering very well. The checkerboard pattern that others have mentioned is showing up, but adjusting the Shading Rate or anything else I try seems to have no effect. The problem disappears if I turn off *either* SSS or the Ambient light itself, which makes it kind of difficult to identify the actual problem.
Any help is appreciated as always.
Comments
I'm assuming Shading Rate is for the SSS shading rate, which should be set to between 1 to 4 (depending on the SSS scale and how far the figure from the camera). If I'm not mistaken, Advanced Ambient Light also has a separate SSS sample parameter.
There was another thread not far back that discussed this strange pattern appearing on skin using the AoA SSS shaders, but this was not connected with the use of the AoA lights, so your issue may be different. Discussed in that thread was that as well as lowering the shading rates, changing the group id of the skin affected may also help.
EDIT: Remember the shading rates you need to change on those inside the shader, not the overall shading rate in the renderer settings
Thanks for responding. Changing the SSS's Group ID did appear to fix the problem, but only when I changed it to something other than 0. It's odd, even though I set the same materials to a new number (and the same amount of materials), simply being a different ID number made a difference. Maybe it's related to the AOA lights?...maybe I'm missing something, who knows.
Anyway, thanks again.
From what was posted in another thread, I believe that sometimes the group id clashes with something else you either have in the scene, or maybe just installed, since I had the issue when there was only one figure in the scene. Therefore all that matters is that the group id is unique, but since we can not see the currently unavailable ids (or at least I do not know how to), all you can do is change the id to some other random number and hope that fixes the problem.
The GroupID tells the sahder to treat things as part of the same object (even if they aren't). if different items use the same GroupID then only one set of values will be used for the SS settings across all of the surfaces with that GroupID, which may produce strange results if they need markedly different settings. Every distinct item or part of an item should have a unique GroupID.
Right, the strange thing for me was that only the figure's skin was initially using the ID number 0, but the problem disappeared when I changed them to 4. I'd get it if other elements were also using 0, but I did a 'select based on value' surface search and only the skin was using 0.
Oh well, problem solved and it only required changing that value. Thanks to everyone for the help.
Was there anything else in the scene? I don't think select by value looks at models that are not selected.
Sorry I didn't see your last response until now. I've searched for material colors and such (like to select all the gold in a scene), so I figured it worked. There were other objects with SSS in that scene, so it's possible that I missed something. If it happens again, I'll pay closer attention. Thanks for your advice.
You are right, Select by value does work across all items in the scene - at least with Diffuse colour - so I would expect it to work with GroupID.