RE: SSS override? _sc

Date : Fri, 13 Apr 2007 05:29:57 +0200
To : <XSI(at)Softimage.COM>
From : "Schoenberger" <XSI(at)digidragon.de>
Subject : RE: SSS override? _sc
 
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




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