Sub Surface Scattering


#1

When is A:M going to have SSS ?

All the other major packages have it. Why can’t we ? :sad:


#2

well, i know this isn’t sss but Yves’ skin shader simulates it nicely w/o much addditional render overhead. SSS is a hard feature to implement and the inherent renderhit will discourage many. This is why i think it hasn’t been incorporated. However, many great workarounds have been devp’d. Think of it this way, you COULD use radiosity to produce color bleed and other fx, but wouldn’t u be infinetely + proud of yourself if you added bounce lights and basically got the same result w/ a lower rendertime (not to mention satisfaction and heightened selfesteem lol) same deal w/ sss.


#3

Thanks Pancho.
I think I pissed everyone off by asking for this feature so many times.
( My post even got yanked at the Hash forums. )

I’d like to have SSS such as the one that was posted here : http://www.cgtalk.com/showthread.php?t=163360&highlight=surface+scattering

( It’s actually fast ! )

I’m doing a really dense model that I would like to have as photo-realistic as possible.

( Why do I feel like a second-class citizen when I mention " photo-realism " and Hash together ? )

I think what I will have to do is use an ambiance map with a translucency map applied on top of it.

It tried it before and it works pretty well, but it doen’t work for animation.

Of course I can always cheat and vary the percentages on the maps .

:thumbsup: Thanks for the feedback.


#4

Soulcage made something a while back that faked SSS using a gradient with position set to zero tweaking the edge threshold along with some compositing…if I’m remembering correctly. I can’t remember if it was animated.


#5

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