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2d Sss Macro


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#1 protean

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Posted 15 June 2009 - 06:01 AM

An update from the previous 2D SSS fuse I made. I think doing 6 blurs in a fuse isn't so fast :), plus I can get the blur amount to fade with distance using the Depth Blur tool.

The preset is set for skin and the values are taken from a Nvidia paper on SSS.

This saved our butt on the last project that required full frame SSS in many shots but would fall down on standard character renders as it really isn't meant for anything with an Alpha, let alone back scattering.

Apply the macro to a rendered diffuse pass and you'll get an idea of what it does :)

Hope someone finds it useful.

Cheers

John

edit:

here's an image.. not the best example by any means

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#2 leif3d

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Posted 15 June 2009 - 08:44 AM

Oh! good stuff.

Can't wait to try it out :)

#3 bfloch

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Posted 20 June 2009 - 06:27 AM

I tried the other method in the paper. The light depth map.
It kind of works out. Never mind the artifacts.

EDIT:
I attached a more finetuned version. The Mesh is not closed that's why there are some flaws.
Nice fake. Renders in like 0 seconds :-)

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#4 protean

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Posted 24 June 2009 - 10:09 AM

I tried the other method in the paper. The light depth map.
It kind of works out. Never mind the artifacts.



So, was this in Fusion or other 3D app? :)


Side tracking slightly... if any of you have the stomach for some 3D app specific musings on SSS then you can check this thread out on Od-Force (for Houdini)

http://forums.odforc...o...2262&st=204

#5 bfloch

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Posted 24 June 2009 - 11:19 AM

Fusion of course :-)
Quite simple, just followed the paper.


Created a light, a matching camera and a matching projection.
Rendered depth through this camera-light.

Project this depth channel through the projector.

Create main camera.

Render Depth and subtract by rendered projected depth.

#6 protean

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Posted 24 June 2009 - 11:28 AM

Rendered depth through this camera-light.



See now, I didn't know you could do that. Thanks :)

And maybe if Fusion gets some way of baking lighting to UVs we could do it the other way too.

John

#7 protean

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Posted 26 May 2010 - 06:08 AM

Finally I get to replace the shitty images in my first post with something I actually used this technique for :) EA have some stringent rules for exhibiting work.

http://www.axisanima...d=1011&loc=Work

and also on this

http://www.axisanima...d=1002&loc=Work

#8 leif3d

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Posted 26 May 2010 - 09:40 PM

Cool stuff Protean.
The effect is nice, but it does miss a true translucency and scattering effect, specially on the character's skin.
I think this could be very well suited for not so close-up shots or non skin shaders.
Very cool nonetheless. :)

#9 protean

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Posted 27 May 2010 - 02:18 AM

Cool stuff Protean.
The effect is nice, but it does miss a true translucency and scattering effect, specially on the character's skin.
I think this could be very well suited for not so close-up shots or non skin shaders.
Very cool nonetheless. :)


:) thanks. I totally agree with you on the skin, anything character related is will always suffer from our abilty to spot when things aren't quite right. However, our SSS methods at the time would not have been able to produce results with the required rendertime (from Houdini) what with animation changes usually happening at the last minute and all.

The macro won't do any back scattering either and won't give good results on anything that isn't full-frame so it is very primitive but gets the job done.

#10 dts74

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Posted 10 June 2010 - 08:41 AM

Any chanse of getting to see a comp of this.
:)

Fusion of course :-)
Quite simple, just followed the paper.


Created a light, a matching camera and a matching projection.
Rendered depth through this camera-light.

Project this depth channel through the projector.

Create main camera.

Render Depth and subtract by rendered projected depth.



#11 bfloch

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Posted 10 June 2010 - 09:57 AM

I'd have to dig it out. Maybe I can remake it after work.

#12 robocop

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Posted 20 September 2010 - 02:50 AM

Guys, is that paper? -
http://http.develope...ugems_ch16.html

Blazej, can you "dig it out" your comp with realisation of this? :)

Protean, thx for macros!




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