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Re: SSS - Sub Surface Scattering [Re: Matt_Aufderheide] #70446
04/11/06 18:14
04/11/06 18:14
Joined: Jun 2005
Posts: 656
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Grafton Offline
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Grafton  Offline
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Posts: 656
It takes a long time to render a single 3d image of a head using SSS in mental
ray or vray using 3dsmax and a fast computer, I doubt it can be done at 70 fps!

Perhaps a pixel/vertex shader can approximate this effect by greatly softening
the edges of shadows and using a map that might make some areas of the model
appear more translucent by using some type of illumination. Hard to make a mesh
look like wax since it is hollow.


Not two, not one.
Re: SSS - Sub Surface Scattering [Re: Grafton] #70447
04/11/06 18:21
04/11/06 18:21
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
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TheExpert  Offline
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Posts: 1,856
yes in Crysis engine that's approximation.

let's wait for some demo of their game :
perhaps we will find some shader files to look at and copy.

i play Oblivion and don't know if it has the effect , but it's face designer is incredible

like i said when the game is like Call Of Duty 2 or others : you have
such lot of action and to be carefull at what is happenning that you haven't any time to notice if there is some sub surface scaterring or not

even mroe all ennemies, characters are in movement.

The real next step in 3D will be lot more polygons (not bump mampping)
for simulating real clothes when characters are moving.

Re: SSS - Sub Surface Scattering [Re: TheExpert] #70448
04/11/06 18:29
04/11/06 18:29
Joined: Feb 2003
Posts: 817
Dortmund, Germany
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phil3d Offline
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Posts: 817
Dortmund, Germany
mental ray is always slow ;-)


Re: SSS - Sub Surface Scattering [Re: phil3d] #70449
04/11/06 18:39
04/11/06 18:39
Joined: Nov 2004
Posts: 1,011
South Africa
capanno Offline OP
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capanno  Offline OP
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South Africa
So its like a candle with a light source behind it, it will appear lighted on the edges and dark in the middle? OK thanks now I understand.

Re: SSS - Sub Surface Scattering [Re: capanno] #70450
04/11/06 19:05
04/11/06 19:05
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
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TWO Offline

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Luck at the candles in Oblivion, they have faked SSS - but I don´t think it´s even a shader

Re: SSS - Sub Surface Scattering [Re: TWO] #70451
04/11/06 22:16
04/11/06 22:16
Joined: Dec 2003
Posts: 401
Germany, Bonn
VampireLord Offline
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Posts: 401
Germany, Bonn
Just a quick link with some informations regarding the workings behind sub surface scattering. I would also recommend having a look at the book ShadersX³

http://www.neilblevins.com/cg_education/translucency/translucency.htm

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Re: SSS - Sub Surface Scattering [Re: TheExpert] #70452
04/12/06 00:29
04/12/06 00:29
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Quote:

The real next step in 3D will be lot more polygons (not bump mampping)
for simulating real clothes when characters are moving.




While for sure polygons will increase linearly, the next thing will be better lighitng models and surface interactions. The pixel pipeline will increase faster than the vertex pipe.

As such, effects like subsurface scattering are going to be part of a larger, genralized approach for surface interaction and global illumination.

For now, I think the baic depth map method is the way to go. There are resources avaioble that desribe it in detail.


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Re: SSS - Sub Surface Scattering [Re: Matt_Aufderheide] #70453
04/12/06 06:42
04/12/06 06:42
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
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TheExpert  Offline
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Posts: 1,856
When i meaned more polygons i also wanted to say :
real cloth simulation affected by walking, explosions, wind etc ...

In fact directions can be infinite in 3D progress , there will always be new directions.

One thing i like is Nvidia & ATI will support and perhaps include in the future
dedicaced 3D physic engine.

Re: SSS - Sub Surface Scattering [Re: TheExpert] #70454
04/12/06 08:01
04/12/06 08:01
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Posts: 2,320
Alberta, Canada
SSS looks very intresting. It seems to take away the "plastic" look of some normal maps.

Quote:


One thing i like is Nvidia & ATI will support and perhaps include in the future
dedicaced 3D physic engine.




I agree, this is a great step forward. The more systems with inreased physics processing the better.


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Re: SSS - Sub Surface Scattering [Re: William] #70455
04/12/06 09:33
04/12/06 09:33
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Posts: 7,121
Potsdam, Brandenburg, Germany
Our skin does not only reflect light directly. Some rays get into the skin, will be scattered and reflected from flesh or bones. Some rays get lost. That makes skin abit like self illuminating some sort of glow because you can see light at the skin where no light should be in some cases. When skin is thinner then you could even see the influence of blood and flesh under the skin. That changes even the color of the light rays.

I am quite sure that Oblivion has some kind of faked sss. Just look at the light sources and the lighting of the face compared with the lighting of the clothes. It is not really super realistic but it is sort of sss.


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