SSS faceting issue

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rohandalvi
Licensed Customer
Posts: 169
Joined: Tue Apr 20, 2010 7:39 am

Hi,

This is an issue I've faced before. If the density of the SSS is high enough you start to see the polygons. My solution is to usually keep the polygon count high enough till the faceting is not noticeable. But can this issue be solved.
sss.jpg
Regards
Rohan
itsallgoode9
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Location: New York City
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yeah i've noticed this for a long time as well. would be great to get fixed so that we don't have to subdivide into oblivion
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Despot
Licensed Customer
Posts: 130
Joined: Tue Jan 10, 2017 3:19 pm

Yep, this happens, but honestly, I use SSS (both Specular and Random Walk) every day almost and have never encountered it.

Is it only if you have a ridiculously high 'density' value ?
rohandalvi
Licensed Customer
Posts: 169
Joined: Tue Apr 20, 2010 7:39 am

I would prefer it not happen at all. At any values. Which is why I am hoping the developers will take notice.

Regards
Rohan
Banti
Licensed Customer
Posts: 103
Joined: Sat Nov 16, 2019 9:45 pm

Is there any update/news on this issue? It makes scattering based skin shaders practically unusable when you dont up the geometry count really high (or subdivisions in DAZ Studio, which slows down the viewport immensely).
itsallgoode9
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Despot wrote:Yep, this happens, but honestly, I use SSS (both Specular and Random Walk) every day almost and have never encountered it.

Is it only if you have a ridiculously high 'density' value ?
I haven't tested it but on my projects, I recall only seeing it on high density values.
Banti
Licensed Customer
Posts: 103
Joined: Sat Nov 16, 2019 9:45 pm

itsallgoode9 wrote:
Despot wrote:Yep, this happens, but honestly, I use SSS (both Specular and Random Walk) every day almost and have never encountered it.

Is it only if you have a ridiculously high 'density' value ?
I haven't tested it but on my projects, I recall only seeing it on high density values.

I can only speak about the DAZ plugin, but even if use density values that are just high enough to give realistic skin results, the faceting is clearly visible. I can somewhat counter this by upping the subdivision levels to a very high amount but it makes the viewport extremely laggy when i have more than 1 or 2 characters in the scene.

Here are 2 examples of a Random Walk material and a Scattering one:
facetting1.png
facetting2.png
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