All posts related to V3
User avatar
By stir
#388990
Hey guys.

I was just wondering if anyone got any cool tips or tricks regarding SSS material intersecting with others.
Right now i am working on a cartoonfigure with a heavy SSS material on it to make it look rubbery/silicon ish.

Rendering the naked character with just its material i hit a benchmark of 490 ish.... nothing to woooo about but its acceptable taking in consideration it also includes displacement.

but here is the problem. If i unhide the eyeballs that sitts on/intersecting the surface of the head. the bench drops down to 83..... that's fatal

Ofcource the workaround is making bigger sockets in the head for the eye to sit without intersecting. or put the eyes outside the head with no intersection.

I was just wondering if anyone got any tips or tricks on this matter.

cheers!
-Mats
User avatar
By stir
#388993
Ye, that was what i thought to, but did not have any effect on the calculation speed.

As a side note i work in 3Ds max 2015. I expect the 3Ds max plugin calculates the Nested dielectrics correctly when exporting to MXS. and i haven't seen any complains about it on the forums. So without testing it deeply i assume it just not the solution for this issue.


Did another test on the character, this time without displacement.

Character without eyes = 1500ish Benchmark
Character With eyes = 1400ish Benchmark

This drops is significant less then when using Displacement.


Character with displacement without eyes = 450ish
Character without displacement without eyes = 1500ish

Character with displacement with eyes = 80ish
Character without displacement with eyes = 1400ish

-Mats
User avatar
By stir
#389020
Hey, hope you guys have had a nice weekend.

The displacement is driven by a 8192x8192 tif.
And it uses "On the fly" dispalcement method.


I actualy totaly forgott about "On the fly" and "pretesselated".
I never had problem with lack of memory so i always been driving with "on the fly"

But i did a quick test now.

at sample 3
Character with ON-THE-FLY displacement without eyes = 450ish
Character with Pretesselated displacement without eyes = 950ish

at sample 8
Character with ON-THE-FLY displacement without eyes = 480ish
Character with Pretesselated displacement without eyes = 1080ish


-------------------------------------------------------------------------------------

at sample 3
Character with ON-THE-FLY displacement with eyes = 80ish
Character with Pretesselated displacement with eyes = 940ish

at sample 8
Character with ON-THE-FLY displacement with eyes =120ish
Character with Pretesselated displacement with eyes = 1080ish


This is fantastic!
Pretesselating really solves it. The extra time that maxwell uses on -preprocessing geo isn't that bad either.
The intersecting eyes has just a minor decrese in benchmark in the early samples but really picks up speed after acouple of samples. so this is perfect!

Out of curiosity. Could you explain a little whats happening under the hood in this specific case, since i get such different benchmark using the different Displacement methods?

Best regards!
-Mats
User avatar
By tom
#389303
stir wrote:HCould you explain a little whats happening under the hood in this specific case, since i get such different benchmark using the different Displacement methods?
Because, On-the-fly displacement is totally a different rendering technique which is not compatible with the new nested materials implementation. We're going to check if this is going to stay as a limitation or not. Thanks for pointing it out! ;)

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