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Re: SSS - Sub Surface Scattering
[Re: ello]
#70438
04/11/06 12:34
04/11/06 12:34
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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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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.
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Re: SSS - Sub Surface Scattering
[Re: Alexander Esslinger]
#70441
04/11/06 14:30
04/11/06 14:30
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
Senior Expert
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Senior Expert
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Posts: 8,939
planet.earth
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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.
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Re: SSS - Sub Surface Scattering
[Re: Excessus]
#70443
04/11/06 15:36
04/11/06 15:36
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Joined: Nov 2004
Posts: 1,011 South Africa
capanno
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Posts: 1,011
South Africa
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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.
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Re: SSS - Sub Surface Scattering
[Re: capanno]
#70445
04/11/06 17:21
04/11/06 17:21
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
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Posts: 4,131
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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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