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SSS 2.5 teaser

Posted: Thu Dec 16, 2010 12:35 am
by tom
I thought sharing a few of my boring tests could encourage you to give SSS another chance. :)

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Re: SSS 2.5 teaser

Posted: Thu Dec 16, 2010 12:41 am
by Tea_Bag
:shock: :shock: Looks sooooo real!! :twisted:

Re: SSS 2.5 teaser

Posted: Thu Dec 16, 2010 12:46 am
by numerobis
WOW!!! :shock: where is the noise?!? 8)
i have to test it myself! :D

Re: SSS 2.5 teaser

Posted: Thu Dec 16, 2010 12:46 am
by Fernando Tella
Ho ho! Cool images.

Re: SSS 2.5 teaser

Posted: Thu Dec 16, 2010 12:47 am
by m-Que
Image

Re: SSS 2.5 teaser

Posted: Thu Dec 16, 2010 1:04 am
by 3dtrialpractice
OHHH YESSS!! sooo nice.. nothing is ever boring about any of your renders TOM!.. this is what I as looking most forward too in maxwell upgrade (of coarse i didn't expect to get FIRE too! ) I'm lovin the spheres casting colored light into sss cube! (whats sample level is this rendered to?) it that Blue ball a SSS ball that why the spec highligh is circular not square like dialectice red ball?!?!!

Does this mean that maxwell 2.5 can do SSS FOG like the old 1.7 rendered it?? or will nextlimit build an acctual Volumetric FOG shader or settings(like alpha days!)

it would be soo cool to turn geo in to acctual volumetrics.. ala like this XSI (& maya?) plugin: http://www.binaryalchemy.de/develop/shd ... _cloud.htm http://www.binaryalchemy.de/ (click on development and then click on "volume cloud" under shader collection on left of site)

Re: SSS 2.5 teaser

Posted: Thu Dec 16, 2010 1:09 am
by m-Que
3dtrialpractice wrote:Does this mean that maxwell 2.5 can do SSS FOG like the old 1.7 rendered it?? or will nextlimit build an acctual Volumetric FOG shader or settings(like alpha days!)
+1
Would love to know the answer. Please :D

Re: SSS 2.5 teaser

Posted: Thu Dec 16, 2010 1:12 am
by tom
Happy to see you enjoy. :) Thanks!

The blue ball is just a rough dielectric, not SSS.
And all the examples are above SL20, of course :)

Can't wait to see your attempts...

Re: SSS 2.5 teaser

Posted: Thu Dec 16, 2010 1:14 am
by tom
3dtrialpractice wrote:Does this mean that maxwell 2.5 can do SSS FOG like the old 1.7 rendered it?? or will nextlimit build an acctual Volumetric FOG shader or settings(like alpha days!)
Participating media (fog) is not something very practical to achieve with material SSS and I cannot speculate about future at the moment. :)

Re: SSS 2.5 teaser

Posted: Thu Dec 16, 2010 1:24 am
by 3dtrialpractice
tom wrote:
Participating media (fog) is not something very practical to achieve with material SSS...
ok.. thanks for your response!! will try some SSS attempts anyways.. and defiantly would be cool to have particle volumetrics someday!

Re: SSS 2.5 teaser

Posted: Thu Dec 16, 2010 1:25 am
by zdeno
awesome !! great examples!

Re: SSS 2.5 teaser

Posted: Thu Dec 16, 2010 2:15 am
by Maximus3D
Sweet! very impressive results as usual Tom, but the rendertimes must have been astronomical even on a superfast machine.
The last one feels like the real thing. :)

/ Magnus

Re: SSS 2.5 teaser

Posted: Thu Dec 16, 2010 10:18 am
by Chris Krüger
Awsome results Tom :shock: I like the first alot.

Chris

Re: SSS 2.5 teaser

Posted: Thu Dec 16, 2010 11:06 am
by Lars Magnusson
Have any of you done any side by side comparisons (2.1 vs 2.5) with SSS and clocking it?
( ordinary render, not fire preview )

I only did a quick unprofessional test with my SSS alien-monkey-head before I upgraded....
..was a little too exited about 2.5 so I only let it run until SL3 before i stopped it and upgraded to 2.5 :lol:
But that simple test gave me the feeling that 2.5 is around twice as fast with SSS ?

A better test would of course have been if I had let it run longer and remembered to save the images for noise comparison.. :oops:
( but hey, I really, really wanted to test Fire :mrgreen: )

Re: SSS 2.5 teaser

Posted: Thu Dec 16, 2010 11:49 am
by tom
Lars Magnusson wrote:..was a little too exited about 2.5 so I only let it run until SL3 before i stopped it and upgraded to 2.5 :lol:
But that simple test gave me the feeling that 2.5 is around twice as fast with SSS ?
Actually, it was not limited to a performance drawback. There were critical unresolved issues with the subsurface light propagation and now completely fixed. So, you should expect huge differences between old and new. In short, it's like it was broken and now working. (Note: Single-Sided SSS is not affected by these changes, it's completely something else.)