Why transluceny / SSS is so slow compared to environment fog?
In both cases there are some kind of subsurface scattering.
Below comparison:
VrayEnvironmentFog, density mapped with noise: 2 min
VRayVolumeGrig, implicit surface mode, the same noise as texture, VRayMtl with translucency: after 14 min I cancelled rendering.
VRayVolumeGrig, VrayScatterVolume: cancelled afeter 15 moi.
Is it this possible to make some kind of SSS material which calculate scattering in similar way as VrayFog?
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sorry for my English
In both cases there are some kind of subsurface scattering.
Below comparison:
VrayEnvironmentFog, density mapped with noise: 2 min
VRayVolumeGrig, implicit surface mode, the same noise as texture, VRayMtl with translucency: after 14 min I cancelled rendering.
VRayVolumeGrig, VrayScatterVolume: cancelled afeter 15 moi.
Is it this possible to make some kind of SSS material which calculate scattering in similar way as VrayFog?
____
sorry for my English
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