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SSS / sub surface scattering implementation

Posted: Mon May 31, 2010 6:16 pm
by maudeeb
I was thrilled to see mention on other threads that SSS was planned for future releases :D

Had a few preliminary questions about the planned implementation.

Is octane looking to have multiple map / skin/ dermal layer channels in a similar approach to Mental Ray's Fast Skin Shader?

I've been really impressed with the NVIDIA human head demo - if Octane can get anywhere near that result it'll be fantastic !

Re: SSS / sub surface scattering implementation

Posted: Mon May 31, 2010 6:33 pm
by tungee
I think a diffuse transmitter would do it also :idea:

Re: SSS / sub surface scattering implementation

Posted: Mon May 31, 2010 6:41 pm
by radiance
tungee wrote:I think a diffuse transmitter would do it also :idea:
Hi,
We are currently finishing the engine towards v1.0.
volumetrics will be for v2.0 and we will find a good solution / algorithm when the time comes.

tungee -> a diffuse transmitter exists already.
connect a texture type node or floattexture or rgbspectrum to the unconnected 'transmission' channel of a diffuse node and it becomes a diffuse transmitter.

Radiance

Re: SSS / sub surface scattering implementation

Posted: Mon May 31, 2010 6:46 pm
by tungee
:shock:

Re: SSS / sub surface scattering implementation

Posted: Mon May 31, 2010 6:51 pm
by tungee
I tried it ! It does function!
Great Radiance!

Re: SSS / sub surface scattering implementation

Posted: Mon May 31, 2010 6:55 pm
by Garrick
I would think if path traced diffusion effects the Sub surface scattering shader this would look rather nice as base to build from.
Then hopefully there will be an options to render out layer passes for sss amount, sss color, specular and reflections.


But sss shader might not come till version 2.