SSS - how hard to code?

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Refracty
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Hi,
just would know how hard it is to bring SSS into an unbiased engine.
Do you (RS) plan to embed this for version 1 or earlier(beta 2.5)?
I am sure that instancing is on top of the list but SSS (no fake transmission trick) would be very useful.
Is this very hard to programm or is the theory available and only a matter of time to code it in?
Thanks for the info.
Refracty
Lyubomir
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Not sure about real SSS, but absorption for liquids and glass is certainly possible - Indigo RT has it in GPU mode and it's very fast. Real scattering might not be as parallel of a process though. But simple absorption would give glass and liquid materials in Octane a lot more realism.
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Refracty
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I hope that they gonna start integrating at least a subtle SSS effect.
Is the the reason they didn't do yet a memory issue (GPU Ram)?
Garrick
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I don't think it is because a limitation of GPU ram.
I believe it's a matter of what they are focused on for now.
It was mention in a few threads that it will come after version 1 and then they will start working on volumetrixs that will lead to sub surface scattering.

I'm just looking forward to see a few cool images with sss effects from any future beta builds. :)
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Refracty
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So do you mean the Refractive version of MLT (MetroLightTransport) will come close to the release of SSS because it is both about volumetrics?
Lets see what comes next. But I really hope that they will improve transparent objects and the sunlightsystem via bidirectional pathtracing as well as SSS very soon.
Instancing will probably come very soon (before).
But I am very happy that they have improved the direct lighting engine recently even if its only for (faaast) previews.
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Chris
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SSS is scheduled for version 2.0
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Refracty
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So just a matter of years - Just kidding ;)
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