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SubSurfaceScattering

SubSurfaceScattering

2005-04-20       - By Axel Akesson

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Reply:     1     2  

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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