[Bf-cycles] Raytraced subsurface scattering

Bryan Nearing bryannearing at gmail.com
Sun Mar 10 19:09:42 CET 2013


I don't want to lock you into a fixed release date or anything but would
the standard skin, hair, and volume be something for 2.68 while you are
doing UI and small features or is it something to do after you have
completed volume in 2.69?


On Sun, Mar 10, 2013 at 10:53 AM, Brecht Van Lommel <
brechtvanlommel at pandora.be> wrote:

> The papers are these:
>
> Bidirectional Lightcuts - Appendix B
> Implementing a skin BSSRDF (or several...)
>
> Anyway, I'm finding out that these also still have some issues and I'm
> trying to solve them. The main one being how to normalize the amount
> of light being contributed for arbitrary geometry shapes. Eventually a
> skin shader will be there yes, but not for this release. In the end we
> should have a Standard Skin, Standard Hair, Standard Volume, ... maybe
> a few others, for quick setup.
>
> Brecht.
>
> On Sat, Mar 9, 2013 at 1:07 AM, Matthew Heimlich
> <matt.heimlich at gmail.com> wrote:
> > Brecht,
> >
> > I was listening to the podcast and heard you mention that you had
> > already chosen and begun to implement a SSS shader using brute force
> > raytraced scattering. I'd appreciate if you could link me to the paper
> > in question, as I haven't been able to find a good paper on raytraced
> > SSS anywhere.
> >
> > Additionally, I'm wondering if there are plans to add a dedicated
> > "skin" shader allowing for in-built support for three-layer scattering
> > with separate inputs for surface, dermis, and epidermis
> > colors/scales/weights/etc. These settings are incredibly useful for
> > character lookdev and save a lot of time in other raytraced renderers
> > with SSS implemented.
> >
> > Thanks,
> >
> > Matt Heimlich
> > _______________________________________________
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> > Bf-cycles at blender.org
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