On Tue, May 27, 2008 at 3:20 PM, peter boeykens <peter_b(at)skynet.be> wrote:
> For "unsupporting" SSS - this seems lame - as it wouldn't take all that much
> to get it to work.
> The downfall is with the lightmap being camera dependent.
> I dont think that's a limitation of lightmaps - as color sampler lightmap is
> working with UV space.
The fast SSS shaders don't do anything akin to an ordinary lightmap in UV space.
They use lots of strange trickery behind the scenes to do their work and Zap is
very tight lipped on their secret sauce used. Don't forget that Halfy
is an exceptionally
intelligent guy, if there was something on his end he could do to
resolve this it would
already be done.
There's nothing stopping you from writing/employing someone to write
your own SSS
shader which could achieve similar speed using lightmaps by doing some
nice trickery
to store to a kdtree/bih instead of a UV space texutre and then
looking that up within the
main shader. It'd be nice and fast and you'd avoid the camera
dependency that makes
fast SSS so unhappy.
Though if you use SSS a lot grab a copy of 3Delight - their SSS is
absolutely gorgeous,
though I've not look at whether they support rendermapping in XSI,
though I'm sure Aghiles
would be more than happy to provide customers with something that does
this within XSI
in order to get 3Delight into a new facility.
Cheers,
Alan.
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