• @nagra_00_ Okay I'm convinced, however I still believe it should be an add but that the sum of the 2 should be less than 100%, you are using 100% white on both, that is where the conservation of energy fails not in the addition. So you could use a mix at say 75% diffuse and 25% translucent, but that still wouldn't account for loss of energy, one of the colour chips would have to be less than 100% white to compensate for normal loss. So if you had 75% white on the diffuse and 15% white on the translucent and added them, you would end up with a 10% loss of energy due to scattering / conversion to heat etc.

• @amethystpendant Thats right but why not use a MixClosure? First of all its a warranty for conservation of energy. You can always tweak the input values of the diffuse or translucent shader as you like.

And while i have some spare time some fun with the Cycles / SuperFly SSS node.

SSS is a volume effect but the SSS node is not a volume shader. Here an example to prove it:

A thin cube with SSS and two squares. The one in the left is behind the cube and produces a shadow. The square on the right is placed inside the cube and is just ignored.

Next example, SSS shader applied to a hollow cylinder (with volume) placed on the ground. I put a point light inside and here what you get:

The cylinder is glowing just as expected but does not illuminate the ground, funny isn’t it. So when you are in need of a glowing object that does not emit any light into your environment the SSS node is your friend.

• @amethystpendant
"what you are dealing with is transparency. What we are talking about is translucency"

Weird you say this because the shader does not use transparency. It uses TranslucentBsdf.

"What we are talking about is translucency, take a leaf, hold that up in front of an object and you cannot see through it to anything behind"

Correct.
Green won't let you see through it as well as white.
Mix with DiffuseBsdf to your desired amount of translucency.

"the reason your second one fails is that there is no light source behind your plane."

I showed both frontlighting and backlighting.

@nagra_00_
Thank you for understanding and providing additional renders to demostrate the different results.

• @nagra_00_
Thank you for understanding and providing additional renders to demostrate the different results.

You are welcome. Just a short note: You should not compare refraction and translucent shader as you did in an earlier post. Those are completely different things. Refraction happens at the bounding surface when light travels trough two medias with different IOR. Translucent is more like a simplified SSS that works without volume.

• Right, re-claiming my thread! :o)

Here's the amended plugin with the defaults as set by @ghostship (only right as it is their shader) It also has the fix for the weird GC correction on Bump maps

Ghostships EZSkin3 Hair Plugin

Hope it helps

• @amethystpendant Thank you for this plugin!
I have a question that you may can answer. Is it possible to create a EZSkin Python plugin that does use compound nodes?

• @amethystpendant Thank you for this plugin!
I have a question that you may can answer. Is it possible to create a EZSkin Python plugin that does use compound nodes?

To be honest I don't know, I can't see any reason why not all the plugin does is create the nodes and wire them up, so it should be possible to effectively create the compound node then add it to the tree and wire it. You might have to drop down to the actual material rather than @Snarlygribbly's mathelper object but again that should be easy enough.

 @Snarlygribbly made the source foir EZSkin3 public so you could even extend his internal objects

• Just a CF here is the same hair using my @bagginsbill hair plugin at default but using the same colour and bump maps as the rebder above

• @amethystpendant The script works well and looks good. Here are two renders, one with skydome only and the other with added area lights and backdrop.

• @amethystpendant @ghostship
Thank you for this awesome shader. Just render out an image and I am blown away. Pure awesome.

• Here I use the hairshader on Felicita hair on Lafemme.

• @kalypso Thank you. This the HDRI Spruit Sunrise from HDRI Haven with one Area light at the side where the HDRI sun comes from to give it more "sun shine look" .Scale 300 and Intensity 30%

• @ladonna Awesome! I'd suggest using a better texture map (one that does not have the burned in highlights) I almost always use the textures that came with Zoey Hair by OutOfTouch. https://www.renderosity.com/mod/bcs/zoey-hair-v4-g2f-g3f/111266/

• @ghostship Thanks, will try this out

• @amethystpendant @ghostship
Thank you for this awesome shader. Just render out an image and I am blown away. Pure awesome.

All the Kudos goes to @ghostship, I just made it easier to apply, but I am working on my own variant, trying to merge @ghostship's with the moved normal secondary reflection that @bagginsbill created, watch this space ;)

• @amethystpendant I monitore it with eagle eyes. Be sure of this .lol

• ...Where is the IOR for the hair material...?

• ...Where is the IOR for the hair material...?

No idea, this thread is about a plugin to apply a material collection, not about the shader. Why don't you start a thread and explain the workings of your shader, if I knew the moving parts I could write a similar plugin for yours, or of course so could you.

Amanda