[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


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.


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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