View Full Version : G2's SSS
01-05-2004, 06:33 PM
I am not sure whether I should post this in this Forum or Lighting and Rendering Forum. I recently did some test with Worley's G2. I found the SSS of G2 only happen if the light source is on the back of the object, if the light source is in front of the object , I could not found any difference. Does anyone know whether this is correct or not, compare with our real world, it seems the SSS will happen no matter where the light is. I have seen Henrik Wann Jensen's video demo, it seems the SSS will happen not only when light comes from the back.
btw, if any tech guy knows, whether Worley is using Jensen's Rapid Hierarchical Rendering Technique for Translucent ( http://graphics.ucsd.edu/~henrik/papers/fast_bssrdf/ )
for G2 as the speed of G2 is very fast, or he uses other method such as deep shadow map?
01-06-2004, 02:00 PM
In the G2 manual it says that much of the basis for G2 is based on Jensens work.
I've found similar results to you, G2 doesn't produce very noticeable SSS effects when the light is camera side of an object - but it's got a lot to do with your settings.
01-08-2004, 04:46 AM
SSS works well here, even with frontal-lateral light. G2 is one of the best plug-ins that I´ve seen to make this.
So that the effect is more visible with front illumination (disabled radiosity) you should work with high values of translucent (200 or 300%), and high values in surface refraction 80-100% and tint with surface color and complementary color in 0 and to adjust appropiately Falloff Distance to the model.
SSS is an aspect of Surfacing intimately related with illumination and the behavior of the light. As well you know, in the real world, the light doesn't only come from one source of light but of the whole atmosphere in global form; for this reason to work with enabled radiosity, improves even more the effect, but this is not completely necessary, I have found that the spinning light trick, works well for this too. :)
01-17-2006, 03:00 AM
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