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Re: SSS - Sub Surface Scattering
[Re: Matt_Aufderheide]
#70446
04/11/06 18:14
04/11/06 18:14
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Joined: Jun 2005
Posts: 656
Grafton
User
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User
Joined: Jun 2005
Posts: 656
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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.
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Re: SSS - Sub Surface Scattering
[Re: Grafton]
#70447
04/11/06 18:21
04/11/06 18:21
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Joined: Oct 2004
Posts: 1,856
TheExpert
Senior Developer
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Senior Developer
Joined: Oct 2004
Posts: 1,856
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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.
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Re: SSS - Sub Surface Scattering
[Re: TWO]
#70451
04/11/06 22:16
04/11/06 22:16
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Joined: Dec 2003
Posts: 401 Germany, Bonn
VampireLord
Senior Member
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Senior Member
Joined: Dec 2003
Posts: 401
Germany, Bonn
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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.htmGreetings Sven
"Feathers shall raise men even as they do birds, toward heaven; that is by letter written with their quills." - Leonardo da Vinci
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Re: SSS - Sub Surface Scattering
[Re: TheExpert]
#70452
04/12/06 00:29
04/12/06 00:29
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
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Expert
Joined: Oct 2003
Posts: 4,131
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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: William]
#70455
04/12/06 09:33
04/12/06 09:33
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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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.
Models, Textures and Games from Dexsoft
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