Is SSS a Ray Traced function in 3Delight yet?
Szark
Posts: 10,634
I have tried looking for the answer myself but it is so hard to find simple plain English answers.
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Szark
Posts: 10,634
I have tried looking for the answer myself but it is so hard to find simple plain English answers.
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Short answer : the SSS shadeop can be used three ways. The old way with or without point cloud, and the new one with raytrace
However no official product for DS use that feature as far as I know. I guess only few people like Kettu or myself have some functional shader right now
I think raytraced sss is part of 3delight since version 2 or so (i.e. since always). Also this is what DazStudio uses. To use the baked sss you need to jump through some hoops
Thanks so as it stands now SSS isn't raytraced in DS at default.
Err, no. In plain english:
In DS4: SSS means raytraced subsurface scattering :-)
LOL millighost. Now I am confoosed, No but in "In DS4: SSS means raytraced subsurface scattering". Oh I need to have a lie down. :)
Seems I also got confused by the question. As Millighost stated, SSS in DS is always ray traced. But there are two algorithm. In the old one that uses Jensen's dipole model you sample radiance to approximate the SSS. In recent 3delight versions you get the new algorithm for which you can pass a "raytrace" parameter to the shadeop to use it
okdokey thanks guys for helping out. I am sure I read something recently that SSS wasn't a raytraced function and I always thought is was so hence me wanting to get my info right before passing it on in my tuts.
SSS in 3Delight used to be point-cloud-only in the Softimage plugin for quite a while. That may have been the source of confusion.
And yeah it does get confusing because of the two raytraced modes now.
But the new "raytrace" mode is only meaningful when you run the raytrace hider. In the default one (REYES-hybrid), the shadeop always uses the "old" algo.
In the raytracer, you can use both.
PS I believe Jensen vs Grosjean is a different switch. I can't remember what I did first, Grosjean with the "old" algo or Jensen with the "raytrace" sampling, but I definitely started out with only one of them active =)
Mustakettu85 I love it when you go into Geek mode. Ok that explains a lot and is probably to source of my confusion. Thanks for that. and thanks to all 3 of you. You 3, and a few others here, have really helped me understand things more deeply and it's frying my brain but I am getting there slowly.
OK on a small tangent, at present DS Default and Uber Surface shaders, using the DS default 3delight render engine setting, have Reflection, Refraction and SSS as raytraced functions dependent on the Max Ray Trace Depth in the render settings. Is that correct or are there any others like Opacity?
Isn't my geek mode always on? *wipes eyeglasses with handkerchief*
And you're welcome =)
So, max ray depth, let's see.
First of all, I don't think it affects SSS. At least, I have never seen anything documented anywhere that would suggest SSS was anyhow dependent on ray bounce depth.
Then, opacity. I know that it is a common belief that max trace depth will affect how many layers of opacity a "transmission" ray (raytraced shadow ray) will go through.
BUT. I have never really tested this.
And I actually can't see why it will be affected. Shadow rays don't really bounce. But then, in DS, "max raytrace depth" setting also caps the total RT depth which is separate from bounce depths actually...
You know what you can do? Get several transparency-mapped planes stacked upon each other (different maps for clarity), put a non-transparent plane below them all to get shadows on, shine some light down on them with raytraced shadows, and see if the shadow this block casts ever changes if you make the max trace depth smaller than the number of these planes.
// I'd run this myself, but I just don't have the time right now, unfortunately //
I think you're correct. The SSS should be affected by diffuse to diffuse bounce. The only light I think that can produce that is UE in IDL mode. Didn't test that and I don't have a test scene to show if it effectively works that way or not
I don't know for AOA's light. I suppose that the Advanced Ambient light is based on an occlusion() call. So no diffuse to diffuse bounce and upping the max ray depth won't add anything but longer render time. And that may be the same for other AOA lights. So thinking about that, you could force a max diffuse depth to 1 and just increase the max specular depth when needed in order to lower render times. And that may be what is done internally by AOA. But I can't be sure
Transmapped surfaces use a "bounce" only if they have refraction or reflection - a simple surface without those will not count as a bounce.
Thanks for the clarification there Richard.
I don't think he does it because you need to set RiAttributes for max bounce depths via rendertime scripts, and I haven't seen anything like that in his ones.
I don't think he does it because you need to set RiAttributes for max bounce depths via rendertime scripts, and I haven't seen anything like that in his ones.
Then I gave an eventual optimization for speed up if it works. I'd thought the scripts would be encripted, unless AOA made them with Shader Mixer
*theatrical whisper* They are not. Just your basic ShaderBuilder-generated scripts.