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Manuel Manuel is offline
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Working on MakeHuman, we have finally found the most easy and robust way to have sss in human skin.
We have written a short article (it's WIP !) about how to obtain a good SSS effect using Blender and Gimp.

Take a look, and when you improve the basic tecnique (I'm sure of this!) report me the most impressive images.

http://makewiki.aleppax.it/pmwiki/pm...BlenderAndGimp

Note this is the most basic implementation of this method, perfect to explain the
concept, but, of course, it's possible work without use Gimp, in example with these nodes (thanks Alessandro Proglio):

http://www.aleppax.it/img/blur-sssUV.jpg




Ciao,

Manuel (MHteam admin)
#1   Old 19-Apr-07, 16:27   


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Thanks, I shall surely check this one out! =)
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#2   Old 19-Apr-07, 16:57   
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Have you seen this yet? -> mke3.net / Footprints in a digital world by Matt Ebb » Archive » Fast fake SSS

broken posted this to his blog a while ago and does virtually the same thing, but all within Blender.

BgDM
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#3   Old 19-Apr-07, 16:59   
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Yeah I did see it. I thought this was something very new... But then again, knowing what is probably coming... secrets... Ton Roosendaal secrets...
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#4   Old 19-Apr-07, 17:01   
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Yeah, I like Matt's way better....less work

Last edited by free_ality; 19-Apr-07 at 18:22.
#5   Old 19-Apr-07, 17:07   
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Quote:
Originally Posted by free_ality View Post
Yeah, I like Mike's way better....less work
you mean "Matt"
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#6   Old 19-Apr-07, 17:40   
Koba Koba is offline
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Manuel

Interesting tut you've got there Manuel!
Oh, and I hope makehuman is progresing nicely as it is so useful to me at the moment. Keep up the great work I'm seeing on the Makehuman blog!

Koba
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#7   Old 19-Apr-07, 17:45   
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Nah, I meant Mike.....

not, yeah typo. I was talking to my friend mike...
#8   Old 19-Apr-07, 18:22   
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Quote:
Originally Posted by BgDM View Post
Have you seen this yet? -> mke3.net / Footprints in a digital world by Matt Ebb » Archive » Fast fake SSS

broken posted this to his blog a while ago and does virtually the same thing, but all within Blender.

BgDM
We didn't know about Matt's article, yes, it's the same thing, with a faster method than using Gimp. I've also tried using nodes, an even better way for me, since with the compositor we can separate the channels and simulate more precisely the different behaviour of the light, and the result can be corrected with RGB curves.
Here are more images from our tests:



A simple model with a flat color, without textures and head




The same model but the sss channel is mixed with the render using the "overlay" method.
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#9   Old 19-Apr-07, 18:45   
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aleppax,

maybe it is the light setup, but the SSS does not work on the cylinder at all!
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#10   Old 19-Apr-07, 20:48   
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the cylinder is there only to be sure that the node setup in the compositor doesn't affect other parts of the scene.
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#11   Old 19-Apr-07, 23:50   
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edit:

Oops, I misread the above node setup, and made a mistaken comment. My bad!
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Last edited by broken; 20-Apr-07 at 04:05.
#12   Old 20-Apr-07, 03:08   
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That certainly is looking very close to what I was getting a few years back from my own renderer. You might remember Manuel, I think you saw that too back then on the old yafray forums.

Thing is, I found these color changes not very natural looking, and worked on it so long trying to improve it that I eventually grew tired of it, and so never did anything with it (as usual...)

Anyway, as reference, for those that didn't see it back then, here is what my results looked like for skin, upper left is without sss, the others are various tweaks of the sss method I was using.



As for blurring, you probably want to use a special kind of blur. If you could make a graph of it, it would look like a fast exponential falloff, not like a gaussian blur or any other filters available in blender, but with a sharp peak at it's center, then decaying fast.
At least, that is what I think it looks like, can't remember anymore, too long ago.
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#13   Old 20-Apr-07, 04:14   
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To aleppax:
claas is slapping himself

...


somehow some of the renderings look like color dispersentions
or viewed through a 3d stereo glasses. I see blue and red edges a lot.
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#14   Old 20-Apr-07, 04:25   
brecht brecht is offline
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I've made a compositor node that does that same effect, but without the need for a uv map and baking, and the exponential falloff functions built-in. So no translucency, but only 'blurring the light' over the surface as done here. If you've got a blender compiled you can try the patch:
http://users.pandora.be/blendix/scatter.html
#15   Old 20-Apr-07, 04:30   
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That is all looking *very* good brecht, well done! From a very quick look at the source, it all looks quite familiar I spent so long tweaking all those equations...
Anyway, very well done, brecht, Keep up the good work!
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#16   Old 20-Apr-07, 04:38   
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Hey Brecht, that is a nice compositor node... If you read this I do have a few questions:
Is it reall SSS or still some kind of fake method?
This is now a compositor node, but is there also some way of making it a material node?...so that you could specify the scattering per material...
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#17   Old 20-Apr-07, 06:10   
Manuel Manuel is offline
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@ BgDM:

We didn't know about Matt's article, anyway the simulation of different light frequency scatter is very important to have a good result. Anyway we can do all using only Blender:




@Eeshlo!

Ho eeshlo!! Od course I remember your work!
Too bad you have not released it!
About blur type...it's just gaussian. Here is a sshot (sorry for italian):




@Brecht:

Nice work. We should force Ton to include it in official reelase...
#18   Old 20-Apr-07, 07:35   
Koba Koba is offline
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Interesting node Brecht!

Any chance it will make its way into the CVS?

Koba
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#19   Old 20-Apr-07, 11:42   
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Yesss , i hope too , that this node will be added into the CVS .

Thanks for your nice job Brecht and everybody else for your research .

Peace .

Last edited by kaeru; 20-Apr-07 at 12:32.
#20   Old 20-Apr-07, 12:27   
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