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Regarding 'Pre Pass Rate' parameter on SSS2 shader.

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  • Regarding 'Pre Pass Rate' parameter on SSS2 shader.

    So I get the importance of the Pre Pass rate. It basically controls the "cleanliness" of the shader. Higher values reduce the amount of artifacts.

    I've noticed that the further the object is from the camera, the more sensitive it gets to these artifacts,thus requiring me to increase the the Pre Pass value. Now, I'm not entirely sure if it is the distance from the camera, or the size of the object in relation to the frame that factors into this issue. I'm leaning more towards the latter, but I'll appreciate a clarification on the matter.

    I have a question when dealing with an animation project that consists of SSS objects that make about 90% of the frame. It's going to have objects that are on the background, midground and foreground at all times. Obviously each object will need to have an appropriate PrePass value assigned to them depending on the distance from the camera (or size in the frame?). But what about objects that are moving towards the camera, thus getting bigger, or vice versa, moving away from the camera. Is it a good idea to animate the pre pass value as the object moves, or will it cause flickers as the material changes PrePass value?

    Also, how important it is to assign high PrePass values to objects that are very far away from the camera? I realize that they wont appear as smooth, but as far as they are, it's not that important. I'm worried about flickers though. I've noticed on my tests that the artifacts seem to float rather rather then flicker, but I'm still not convinced that it will not be noticed.

    I would very appreciate any help, especially by people with experience with these kind of animation projects.

    Thanks!
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