[Bf-committers] Re: [Bf-blender-cvs] CVS
commit: blender/source/blender/blenkernel
BKE_material.h blender/source/blender/blenkernel/intern
material.c blender/source/blender/blenloader/intern
readfile.c blender/source/blender/makesdna
DNA_material_types.h blender/source/blender/render/extern/include
RE_pipeline.h blender/source/blender/render/intern/include sss.h ...
Brecht Van Lommel
brechtvanlommel at pandora.be
Fri May 4 11:04:43 CEST 2007
Hi,
The objects aren't supposed to bleed onto each other, this is to
simulate scattering below the surface, not between objects. With and
without SSS the radiosity looks pretty much the same to me, but
without the SSS effect. I don't see how this is related to SSS then.
I don't know how the depth peeling method works, can't find a pdf of
the article.
Brecht.
Michael Crawford wrote:
> I'm only getting color bleeding in one direction (for example red object
> bleeding on blue, blue object not bleeding on red). Anybody else
> experiencing this?
>
> Blend file link:
> http://homepage.mac.com/psyborgue/.Public/sssbug.blend.zip
>
> OSX Tiger (10.4), PPC, nvidia, Py 2.3
>
> Ps: Just curious, haven't read the paper yet: This method works like
> the "depth peeling" method for radiosity described in Nvidia's "GPU Gems
> 2" right?
>
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