Hello,
I was wondering if there is a way to bake out SSS in a render to texture. We are recently working with realtime shaders and having an SSS pass will help our texture work.
I understand SSS is camera dependent which is the reason why it wont work out of the box, but what if we have the option to tell Vray to 'store' the SSS based on a render from a camera point of view and then use that to bake the texture.
Similar to this method in mental ray (understandably this uses a lightmap): http://www.pixelcg.com/blog/?p=73#close
Ideally however it would be great to separate the passes further during the bake, for instance to have backscattering as one pass, and mid scattering as another.
Thanks.
I was wondering if there is a way to bake out SSS in a render to texture. We are recently working with realtime shaders and having an SSS pass will help our texture work.
I understand SSS is camera dependent which is the reason why it wont work out of the box, but what if we have the option to tell Vray to 'store' the SSS based on a render from a camera point of view and then use that to bake the texture.
Similar to this method in mental ray (understandably this uses a lightmap): http://www.pixelcg.com/blog/?p=73#close
Ideally however it would be great to separate the passes further during the bake, for instance to have backscattering as one pass, and mid scattering as another.
Thanks.