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Screen-space human skin implemented on V-Ray for 3ds Max that reduce render time 90%
I get the opposite result .. the more I get the scatter color more saturated red, the more the greenish effect I'm getting. In fact, it's the opposite we have to do, making the scatter color closer to the diffuse color, just a bit more reddish then the diffuse... that's a conter bug worflow for now, not perfect but not so bad. also, having a map for controling the radius help too.
any news about this new SSS2 code Vlado? Can I try it out and let you know my feedback?
Yep The Quantized diffusion paper is cool, the results are really impressive. I especially like that you don't loose all the surface detail. We use SSS all the time at the office and its a constant battle to try and retain the specular and diffuse information.
Yep The Quantized diffusion paper is cool, the results are really impressive. I especially like that you don't loose all the surface detail. We use SSS all the time at the office and its a constant battle to try and retain the specular and diffuse information.
-Michael
my understanding is that this particular technology is patented and cannot be reused.
I crash my motorbike today and this comment just made it all 'OK'
haha yeah, I mean SLOT lol
I dont think it's patented, I think it's public.
and yes, this technology is better for retaining the details of the bump map, having no green effect, no rebounce of light near close edge at angle, etc. In fact, for now, it's the best skin shader paper. Vlado you should really try to copy it and call it Vray skin shader and be the first renderer to implement it
Looks to me there is enought information there to rebuild it, no? I'm not an expert in the field so tell me. I tought that with all the math explain, one can rebuild it in an other package.
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