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SSS faceting issue

Posted: Fri May 08, 2020 8:12 am
by rohandalvi
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

Re: SSS faceting issue

Posted: Fri May 08, 2020 5:34 pm
by itsallgoode9
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

Re: SSS faceting issue

Posted: Thu May 14, 2020 8:46 pm
by Despot
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 ?

Re: SSS faceting issue

Posted: Fri May 15, 2020 3:19 am
by rohandalvi
I would prefer it not happen at all. At any values. Which is why I am hoping the developers will take notice.

Regards
Rohan

Re: SSS faceting issue

Posted: Mon Dec 07, 2020 6:23 pm
by Banti
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).

Re: SSS faceting issue

Posted: Tue Dec 08, 2020 12:52 am
by itsallgoode9
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.

Re: SSS faceting issue

Posted: Tue Dec 08, 2020 11:46 am
by Banti
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