This is a simple setup for renderman that uses the shadow depth buffer from lights to achieve the desired effect (and some other clever tricks), and is meant to be used in a separate render pass.
http://zj.deathfall.com/depthbasedTranslucence.htm
http://www.renderman.org/RMR/Example...rGroup2002.ppt
My thought is that there must be a way to incorporate this into vray for fast "skin type" sss. Could vray maybe use information from the hemispherical sampling to bypass the need of shadowmaps?
As I see it now, getting SSS to work effectively in a production pipeline is still a pain, as even glossy SSS get slow in vray, more so if you want to use multiple maps to controll the effect (refraction ammout, glossy value, refraction colour etc).
http://zj.deathfall.com/depthbasedTranslucence.htm
http://www.renderman.org/RMR/Example...rGroup2002.ppt
My thought is that there must be a way to incorporate this into vray for fast "skin type" sss. Could vray maybe use information from the hemispherical sampling to bypass the need of shadowmaps?
As I see it now, getting SSS to work effectively in a production pipeline is still a pain, as even glossy SSS get slow in vray, more so if you want to use multiple maps to controll the effect (refraction ammout, glossy value, refraction colour etc).
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