Hmm, have not tested the BA_SSS with 6.01 (There is a new
version of the BA shader addon for XSI 6.01).
It is a modfied version of the default
Fast_SSS.
It will generate the lightmap in the preprocessing, but you
can mix/replace/add the output of the shader.
(And you can put the SSS into a framebuffer and render your
phong into the main image).
I am not sure, but perhaps you can use a ray type with a
switch node and plug it into the mix mode of the shader.
Then you can decide how your objects looks for the FG rays
and how it looks to the camera.
(Note: The Ray Type does not switch if the FG ray is
passing through an transparent object as far as I know)
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM] On Behalf Of Sam
Cuttriss
Sent: Thursday, April 12, 2007 9:53 PM
To:
XSI(at)Softimage.COM
Subject: SSS override? _sc
im having a horrible time trying to
optimize SSS nodes in a FG render.
I cant
remove them from the fg calculation because
they plug directly into the "material" node (a very odd
behavior that makes little sense to me)
Whenever
a character occupies more than half the screen the render slows to a
crawl.
I would like to find a way to temporarily disable or override
the SSS shader and revert to the sweet phong goodness that we
were toying with originally.
has anyone experienced this?
did any
cunning work arounds arise?
if i recall correctly the
split up SSS shader was broken in 6.01?
_sam