  | | | SubSurfaceScattering | SubSurfaceScattering 2005-04-20 - By Axel Akesson
Back Hej Stefan,
I worked quite a lot with the diffusion shader and normally it shouldnt be so slow to render. Watch out for how many samples you use and also what kind of lights (I wouldnt use area lights for the SSS lights). I normally use a dedicated light for the SSS so I can move it around etc. without messing up shadows and what not. I would do a search on XSIbase. There is a lot of stuff about the shader there.
Other SSS shaders I played with is MI_SSS-Physical, which is really cool for more realistic SSS. I used it for making backlit ears etc. But the realism comes with a renderhit since it also use caustics and/or FG for the calculation. Another one is mdSubScatter (I think its called) which is also good and quite fast. I had some problems with this one in animations though.
For characters I would use Diffusion and for other stuff (marble, jade, candlelights) I would use MI_SSS-Physical.
Let's hope the next version of XSI supports lightmaps so we can also use MI_SSS-FastSkin which should be really nice for characters.
Cheers, Axel
-- --Urspr�ngliche Nachricht-- -- Von: owner-xsi@(protected) [mailto:owner-xsi@(protected)] Im Auftrag von Stefan Andersson Bereitgestellt: Mittwoch, 20. April 2005 10:35 Bereitgestellt in: XSI Unterhaltung: SubSurfaceScattering Betreff: SubSurfaceScattering
Hello All, I'm messing around a bit with the SSS shaders that Danial Rind made. And I was wondering if people had some useful info on how to work with SSS? The render times seems to be quite huge, so are there any tricks on how to use it? or are there any other SSS shaders out there that are faster to work with?
best regards stefan andersson -- http://www.sanders3d.com/
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