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SSS - Sub Surface Scattering #70436
04/11/06 11:22
04/11/06 11:22
Joined: Nov 2004
Posts: 1,011
South Africa
capanno Offline OP
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capanno  Offline OP
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South Africa
Ive heard alot about it. What is it and how does it work?



Re: SSS - Sub Surface Scattering [Re: capanno] #70437
04/11/06 11:35
04/11/06 11:35
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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generally sss describes how incoming light is affected (spread, absorbed,...) inside an object by its material (physical characteristics)

Re: SSS - Sub Surface Scattering [Re: ello] #70438
04/11/06 12:34
04/11/06 12:34
Joined: Oct 2004
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TheExpert Offline
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Indeed it adds a lot more realism
usefull for creatures, characters , but i don't know ,
in fast games like FPS you won't notice it.

it can be usefull for cutscene or adevnture games.
when the characters are in action , i think the shader could be deactivated to
improve perfs.

Re: SSS - Sub Surface Scattering [Re: TheExpert] #70439
04/11/06 14:11
04/11/06 14:11
Joined: Nov 2004
Posts: 1,011
South Africa
capanno Offline OP
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So it lights the model from the inside?

Re: SSS - Sub Surface Scattering [Re: capanno] #70440
04/11/06 14:27
04/11/06 14:27
Joined: Oct 2000
Posts: 1,543
Germany
A
Alexander Esslinger Offline
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Alexander Esslinger  Offline
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No, from the backside - like when you hold your hand against a light.

Re: SSS - Sub Surface Scattering [Re: Alexander Esslinger] #70441
04/11/06 14:30
04/11/06 14:30
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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planet.earth
Quote:

No, from the backside - like when you hold your hand against a light.



not really, more from the direction where the light comes from.

Re: SSS - Sub Surface Scattering [Re: ello] #70442
04/11/06 14:41
04/11/06 14:41
Joined: Jan 2004
Posts: 2,013
The Netherlands
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Excessus Offline
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Has any game/real-time application used this yet?

Re: SSS - Sub Surface Scattering [Re: Excessus] #70443
04/11/06 15:36
04/11/06 15:36
Joined: Nov 2004
Posts: 1,011
South Africa
capanno Offline OP
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OK, can someone explain how its working in the picture above?

exessus, the picture above is from the upcoming game by crytek, crysis.
Check the link in the tools forum.

Last edited by Capanno; 04/11/06 15:43.
Re: SSS - Sub Surface Scattering [Re: capanno] #70444
04/11/06 17:08
04/11/06 17:08
Joined: Feb 2003
Posts: 817
Dortmund, Germany
P
phil3d Offline
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yes there are already some dx9 realtime sss shaders out there


Re: SSS - Sub Surface Scattering [Re: capanno] #70445
04/11/06 17:21
04/11/06 17:21
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Im not exactly sure what method they use, but there are a number of ways to approximate this effect. I do know you can use depth maps somehow.

The basic idea is that light tends to scatter inside a solid, semi-translucent object. So lighting is not always purely a surface effect. The best way to imagine it is to look at something like milky glass.

Somehow you use a depth map to determine, more or less, which parts are thinner, and so should get some light scattering or bleed. So perhaps you would render two depth maps, one with normal culling, and one with reverse culling, then you take the depth values and find the closest values, and you have your thinnest areas. Then project the composite depth maps on the objects when you render them, and use it as a mask for a brightening factor.

This is only my theory on how it could be done, i havent really done any reading on the subject.


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