SSS for Houdini

Hope it may be useful for SSS in Blender.
http://odforce.net/forum/index.php?showtopic=2262
http://www.deathfall.com/article.php?sid=4582
http://www.sidefx.com/exchange/info.php?fileid=144&versionid=144

http://www.deathfall.com/images/misc/jagSSS_01.jpg

some day I hope.

Wow, let’s hope blender soon has something like that.

THere was a python script for SSS, remember?

But it’s not yet implemented into blender.

Have you guys not seen http://wiki.blender.org/bin/view.pl/Blenderdev/FullGIAndSSS

But it’s not yet implemented into blender.[/quote]

Also I think it was a simulator, not true SSS.

Have you guys not seen http://wiki.blender.org/bin/view.pl/Blenderdev/FullGIAndSSS[/quote]

it’s somthing altogether different.

Have you guys not seen http://wiki.blender.org/bin/view.pl/Blenderdev/FullGIAndSSS[/quote]

it’s somthing altogether different.[/quote]…We were talking about SSS in Blender and you said “some day I hope.”

Am I missing something?

that’s not the same sss. this sss in the link by f00f is somthing regarding GI intergration to blender and have nothing waht so ever to do with the sss (subsurf scattering) we are talking about. :slight_smile:

Actually, he is also developing an SSS shader along with this project, the status of the shader still seems buggy (see the screenshot on the wiki page) but it is defenitely being coded into blender by f00f.

an sss shader would be great as more diffuse and specular shaders.

Personally I think the sss stuff is being hyped too much. Think about it, where would it be usefull? for all those photoreal humans that are being rendered?..for aaaaalllll the marble statues? Don’t get me wrong, I am not against sss, but I do think there are more important things to worry about than sss.

Roel

The funny thing about sss for all the hype about it is that many of the best cg artists that do a lot photoreal humans etc., (Steven Stahlberg comes to mind) won’t touch it even though they have it available in their app of choice (Maya, etc.). Instead they use a combination of clever procedurals (with lots of ramps), diffuse/normal maps, and good lighting setups. Reason? It’s faster to setup a good skin shader once you know what you’re doing than to wait for the render with full sss (sss brings most renderers to a crawl) and difference in the results are negligable if done right. :stuck_out_tongue:

Personally I think the sss stuff is being hyped too much. Think about it, where would it be usefull? for all those photoreal humans that are being rendered?

Me like modeling heads with extremly big ears and strong lights behind them…

… must… have … s… s… s

Anything transclucent and getting a good result from then would be a cakewalk with SSS, it would not only be for skin but for things like wax as well.

I agree it’s hyped.
But i think it also works very nice on glas and on leaves.
And milk. And dirty ponds. One more step to photorealism.

From what I’ve seen at least in this thread ( http://www.cgtalk.com/showthread.php?t=163360 ), setting up a decent SSS shader to react in a believable way is extremely technical and tricky - a cakewalk it ain’t.