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  • Fake SSS tutorial

    Fake SSS Tutorial.

    Hey everyone, got some free time between the projects and decided to share some of the techniques I have developed to overcome some of the serious issues when rendering subscattering surfaces in vray.
    One can ask why would you need to have fake sss in vray? since vray is fast with it and can handle pretty much any set of surfaces with sss/glossy and etc.
    Answer is, that true way is always correct but sometimes not right for you purpose or shot. In my case I have come across this when rendering heavy displaced surfaces and sss. The render times were already heavy enough, and by adding sss the render times went from 2 hours per frame to 25 hours per frame.
    So I was forced to come up with alternate way, which gave us satisfactory result. I have to say that fake sss is nowhere near as good as true sss, but it might just do the trick in desperate times.

    So here is the effect we'r after the sss box with directional light hitting it. GI and vray light.



    To achieve this we will render 2 baked versions of sss. Brighter and darker one.



    The idea is to bake SSS uv's and the apply them thru a blend map. So make sure your model has layed out uv's which do not overlap since vray will render artifacted surfaces if they do. We will also need to create vray dome light, since we need the sss to illuminate all of the surface at one time for single bake. Create a dome light with no decay checked and intensity of 1. Subdvis 24, qmc sampler noise 0.002 global subdivs 4 so we get lesser noise.
    Render pass 1 with birght sss settings in vray mat mainly light multiplier at 4.0 and 2nd pass with light multiplier at 3.




    once the 2 passes are rendered you can create your shader:
    Shader would be simple standard mat with FallOff map in shadow/light mode blending between dark sss map and bright sss map. To get a sharper fall of blend like on true sss I will make the fall of blend curve is S shaped form. Where the white value will dominate ontop and darker on the bottom.





    Now we compare the true sss with gi and fake sss with gi and their light interaction.

    http://www3.telus.net/public/vinnik8...S_TUT/SSS_.mov

    As you can see the shader behaves similar to the true sss, where its brighter/darker in necessary areas.
    Now we take step ahead and try this with displaced surface. For this to work, we will need to rebake sss maps with displacement on. Since vray displacement doesnt work too well with baking, I will use standard displacement with high tessellation.

    Once the maps are baked we apply them back and do another test render.



    http://www3.telus.net/public/vinnik8.../SSS_DISPL.mov

    Here is when the delema comes in:
    By applying baked map we gain render time segnificantly, but lose sss's true precision of scattering light in the edges of the object. However I think its a small price to pay when you are stuck and cannot use true sss at all.
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name

  • #2
    That is an awesome tutorial. Thanks Morbid for sharing the expert tips!
    LunarStudio Architectural Renderings
    HDRSource HDR & sIBL Libraries
    Lunarlog - LunarStudio and HDRSource Blog

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    • #3
      sweet another thing to add to my list of things to try

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      • #4
        great job morbid. whats the frame difference between the 2 animations?
        ____________________________________

        "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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        • #5
          on this simple test, the difference is in seconds...so not too big. But in a heavy set like what I got it's a differents of 6 to 25 hours per frame, being with 6 fake sss and 25 with true.
          Dmitry Vinnik
          Silhouette Images Inc.
          ShowReel:
          https://www.youtube.com/watch?v=qxSJlvSwAhA
          https://www.linkedin.com/in/dmitry-v...-identity-name

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          • #6
            Pretty cool... but Dmitry... have you seen the new FastSSS method that Vray is doing? They were showing it at Siggraph. It is super super fast. It too is a bit of a hack (internally) but it is a common hack for doing fast SSS. We used similar (conceptually) methods on I, Robot.

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            • #7
              cpnichols, yes I have seen fast sss. I cannot compare to it yet as it is in an unfinished state.
              However I had a chance of working with mental ray's fast sss, and was very impressed by it. It has a lot of options but when you get around it, it is very fast.
              However, so is vrays fast sss. But not until you have a complicated scene like one I am faced with - collapsince ice crevice.
              Dmitry Vinnik
              Silhouette Images Inc.
              ShowReel:
              https://www.youtube.com/watch?v=qxSJlvSwAhA
              https://www.linkedin.com/in/dmitry-v...-identity-name

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              • #8
                Originally posted by Morbid Angel
                cpnichols, yes I have seen fast sss. I cannot compare to it yet as it is in an unfinished state.
                However I had a chance of working with mental ray's fast sss, and was very impressed by it. It has a lot of options but when you get around it, it is very fast.
                However, so is vrays fast sss. But not until you have a complicated scene like one I am faced with - collapsince ice crevice.
                Baking is always good when you can get away with it... I'm with you on that one. WAY WAY back when, we were doing test on Day After Tomorrow of baking SSS into frost and it worked really well. Sorta used used a similar method as an irradiance cache actually. Never got used in the movie... to bad actually.

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                • #9
                  cpnichols I was under impression that brazil was used in the day after.
                  and if so, I cant imagine it being able to handle true sss....its just painfully slow.
                  Dmitry Vinnik
                  Silhouette Images Inc.
                  ShowReel:
                  https://www.youtube.com/watch?v=qxSJlvSwAhA
                  https://www.linkedin.com/in/dmitry-v...-identity-name

                  Comment


                  • #10
                    Hi morbid
                    Can you please post the max file of the box with the true sss that used in this tut?
                    http://www.3dvision.co.il

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                    • #11
                      Great tutorial.

                      Can you do one on how to use true sss in vray? I'm always lost in the settings because you can get the same effect with 10 different combinations, but then it behaves differently under varying light conditions etc... I would like to know when I need to use lower fog, or lighter fog, or lighter refract, etc...
                      Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                      • #12
                        sure I'll post the scene tomorrow. honestly tho, there is no fancy settings there for true sss.
                        Usually I achieve results buy having fog set to a value lower then 255/255/255 so little bit grayer color. I aso achieve color control buy changing the fog to a different color like very desaturated blue in this case. And last thing is to work with light multiplier. As that will define the brightness of your sss. Default is 1, I usually go for 3-4.
                        Frw/Bck scattering coef is a value which makes the sss object less or more foggy inside. By nearning these values closes to each other like 0.4/0.5 your object will become some what clear and it will be possible to see other objects thru it all tho not 100% clear it will still be glossy inside.
                        Refraction is pretty simple, it just specifies where the sss is happening in refraction. Sometimes for better control, I use falloff maps in refraction to control the distance or angle on which the sss falls. So if you would have the character's head with sss you would paint a black and white map where white would be where sss falls.
                        Dmitry Vinnik
                        Silhouette Images Inc.
                        ShowReel:
                        https://www.youtube.com/watch?v=qxSJlvSwAhA
                        https://www.linkedin.com/in/dmitry-v...-identity-name

                        Comment


                        • #13
                          Originally posted by Morbid Angel
                          cpnichols I was under impression that brazil was used in the day after.
                          and if so, I cant imagine it being able to handle true sss....its just painfully slow.
                          Well a LOT of different places worked on Day After Torromow, probably around 6 mjor places, and maybe 5 more minor places. The Orphange worked a few sequences and they used Brazil on some of it (from what I hear). I was at Digital Domain, and we worked on all the twister and water sequences. We were doing tests in terms of the frost look and we used Renderman for all that. The frozen city sequence was actually done by ILM in the end, and I am pretty sure they used renderman. You would have to get someone from The Orphange to tell you what Brazil was used for, but you are right. I really don't think they used true SSS. That would be insane.

                          But basically we came up with a caching system that worked inside Renderman for our frost.

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                          • #14
                            renderman.................im afraid of that word :P joking...
                            I will show you some of our ice stuff when we are done.
                            Dmitry Vinnik
                            Silhouette Images Inc.
                            ShowReel:
                            https://www.youtube.com/watch?v=qxSJlvSwAhA
                            https://www.linkedin.com/in/dmitry-v...-identity-name

                            Comment


                            • #15
                              here is the sss scene i did.
                              http://www3.telus.net/public/vinnik8.../sss_scene.rar
                              Dmitry Vinnik
                              Silhouette Images Inc.
                              ShowReel:
                              https://www.youtube.com/watch?v=qxSJlvSwAhA
                              https://www.linkedin.com/in/dmitry-v...-identity-name

                              Comment

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