Hi,I’m testing some ideas to do subsurfacescattering in blender,mainly for rendering my own characters with it.
These are some preliminary results.
Happy Buddah from stanford(divX)
Looks cool! How are you accomplishing this? The SSS effect looks exaggerated and it also looks like it’s coming from a completely separate lightsource. But looks promising!
The method used here is an improvements of my precedent techniques,which is partially explained on the make human site: http://www.dedalo-3d.com/
When I feel completely comfortable with it(I need to solve some issue), I’ll try to make a tutorial.
For now I can say that I use nodes(to modulate the effect based on principal vectors),a custom node made by myself and shadow maps
About accuratess,physically isn’t accurate(I don’t use albedo,absorption and scattering cooefficient),but visually speaking,is very similar to a true multiscattering(keep in mind that I’m mainly interested in multiscattering,single scattering isn’t important for me,I want to render Organic characters,and multiscattering is predominant here).
Bye
hi, you have a very nice work here, i would love to see this in a usable fashion in blender, keep up the good work and my best whishes on this project, btw your model is “hot”.
Some others tests on models I’m working on,with different light conditions and settings (I really would like finishing them but currently the sculpt tool which I use a lot is buggy,after saving the system became really slow,I must wait that nicholas bischop fixes this bug ).
About wax,yes,the vampyre is too waxy(and probably others models too,and too specular),the problem is that is easy to create medium scattering effets(like wax),much difficoult thin layer,the scatter need to be more accurate,but I think I’m improving the system,now is becoming more controllable.
rexprime,to make it work you need light groups,one for standard lighting,and other 2 for front and back scatter.For every light position you need 3 light,2 are spotlight(front and back scatter)and one can be anytype(the light group are IMPORTANT)
After you assign the nodes(one for standard diffusion,one for front scatter,one for back scatter) to the appropriate light groups and mix them with screen operator(nodes).Basically that’s all(mainly for the old method),but there are much more to say about using the scatter correctly.I don’t have found yet the right way to do it,I can’t explain now,my nodes tree is more than 3 pages big,it’s really cumbersome,I must find a way to simplify it a bit.
I hope it helps a bit
Bye
My node network(it’s currently wip,I will change it)
It’s complex,and it uses a custom node by myself(I use normal maps and shadow maps for scattering,and my normal maps node works better than current blender normal maps).I know that Ton now is working on shadow maps(at least it seems so reading the mailing lists),after his changes I’ll see if this techniques is still useful or not(if he changes how shadow maps works probably this doesn’t work anymore).If it’s still useful I’ll make the tutorial and a file with our lovely suzanne(understand me,it’s a lot of work,I’m not going to do it if this become obsolete)
Bye