Suzanne SSS - EDITED

Hi.
I’m trying to simulate SSS, with python
It’s for a project here were I study. Later when I’m finished I’ll share the python code if it works nice,

I posted on Finished Project because the rendering of Suzanne is the Fineshed Project, not the script:P

I HAVE EDITED THE MESSAGE
http://www.inf.ufsc.br/~csd/macacosss2.jpg
the same without
http://www.inf.ufsc.br/~csd/macacoSemsss2.jpg


http://www.inf.ufsc.br/~csd/macacoAOsss2.jpg
http://www.inf.ufsc.br/~csd/macacoAOSemsss2.jpg


http://www.inf.ufsc.br/~csd/macacosss1.jpg
http://www.inf.ufsc.br/~csd/macacoSemsss2.jpg

http://www.inf.ufsc.br/~csd/velasss1.jpg


There are some parameters to play with until I get a nice result, and it would work better with an all 3-vert polygon model, with all faces having the same size (or close). But that is a subject for the python forum:P

nice :wink:

Good looking script, hopefully one of those scripts could someday be put into the main project.

Is there something else besides a suzanne you chould show us? Or perhaps a render with multiple objects with multiple materials in some sort of environment? Or does this take too long to render? How about one of those typical candle renders? Or something like one of these.

vwìery nice and interesting!

Nice. But to me the images at the bottom of this page look more convincing. Maybe you could join efforts with that guy. It would be great to have robust SSS in Blender. :smiley:

I’m afraid I have to agree with Usagi (not that I have a problem with agreeing with you personally Usagi hehe). When I first saw your renders I was thinking to myself that it didn’t look like the SSS I was used to seeing so I went looking for the images I posted. I guess it needs some tweaking huh? :slight_smile: Contact the developer of the previos SSS python stuff and maybe you can collaborate with him :slight_smile:

I only tried so far to find the faces that get the direct lights and how to propagate the lights
How much light I have to propagate? How fast the light intensity decrease? These things I have to fix

but thanks for the comments :slight_smile:

All of a sudden, I’ve seen several references to SSS. I’m not familiar with this flavour of alphabet soup. What is SSS? I’ll guess one S is for Shading, one is maybe for Soft (the model has a soft-ish quality to it)?

Gr8RedShark: do like I did with the same question… Follow the links, and you will see that it means sub surface scattering :-?

One thing that I would like to see is a render of an sss image next to a non-sss render of the same scene.

/d_m

Is it associated with this:
https://blenderartists.org/forum/viewtopic.php?t=30101

OHHH
I see I have made a big mistake on calculating the faces coordinates.
I’m fixing it now, later I’ll open a topic on python forum and link it here

TO THE MODERATOR OR ADMINISTRADOR

Please, move this topic to the WIP forum, I think it’s better over there

There are 3 sss scripts, and only one is public till now. Cannot compare the speed and quality between them.

All of a sudden, I’ve seen several references to SSS. I’m not familiar with this flavour of alphabet soup. What is SSS? I’ll guess one S is for Shading, one is maybe for Soft (the model has a soft-ish quality to it)?

SSS= Sub Surface Scattering or a.k.a Sub Surface Light Transport

It is the phenoma that when light penetrates till a certain depth (or depths) in a object and for a part exiting at the surface of a object, making the objects detail look softer and giving it a glowing appearance. Everything except metals, plastic and such exhibits this property, even stone (especialy marble, jade etc, etc).
But most guys here think that shining a lamp at the back of your hand (making your veins visible) is SSS too. Yes and no, making the veins visible is because light penetrated all the way through your finger (translucency), but even then SSS still take place, thats why other sub skin features looks kind of blurry.

The scripts I see here are more of the translucent kind than it is real SSS

A translucent material has SSS going on, and to have some level of SSS, you need some translucency. The problem is how precise the SubSurface Scattering is, making it like just lik it happens on reality is very dificult, so, what we usually see here at these foruns, are empiric solutions for translucid materials. They’re not supposed to be a 100%precise, physically corret models, at least this is not what I’m trying to do.


Cute character :smiley:

oh that’s nice… where is the latest code for this script?

I’ll translate it for portuguese to english, and post the code

Python forum topic!
Code is there

https://blenderartists.org/forum/viewtopic.php?t=32539