[no subject]

<br>
To accelerate any glossy reflection involved in your shader I strongly sugg=
est to use Arch-mat shader and add it to the SSS shader.<br>
Have a look to MasterZap blog for that.<br>
<br>
<br>
<br>
<br>
Harry Bardak<br>
TD / Compositor.<br>
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Date: Wed, 28 May 2008 23:56:43 -0400
From: "Kris Rivel" <krisrivel(at)gmail.com>
To: XSI(at)Softimage.COM
Subject: Re: 3dlight - FryRender - anyone using them?
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3Delight is pretty awesome but I imagine that many smaller pipelines getting
by with MR won't want to pay the extra fees for another renderer unless it
proved to be massively faster ( which it may be to some degree :-)  I'm
looking forward to what Vray and/or Final Render might be able to
contribute.

Kris

On Wed, May 28, 2008 at 12:26 PM, Marc-Andre Carbonneau <
marc-andre.carbonneau(at)ubisoft.com> wrote:

>  Hi all,
>
>
>
> Was just wondering, everyone seemed SOOO happy when 3Dlight came out, did
> anyone made the switch? How do you like it? How did the transition worked
> out?
>
>
>
> Also, FryRender came out with another update yesterday. Anyone tried that
> one?
>
>
>
> *MAC*
>
>
>

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3Delight is pretty awesome but I imagine that many smaller pipelines getting by with MR won&#39;t want to pay the extra fees for another renderer unless it proved to be massively faster ( which it may be to some degree :-)&nbsp; I&#39;m looking forward to what Vray and/or Final Render might be able to contribute.<br>
<br>Kris<br><br><div class="gmail_quote">On Wed, May 28, 2008 at 12:26 PM, Marc-Andre Carbonneau &lt;<a href="mailto:marc-andre.carbonneau(at)ubisoft.com">marc-andre.carbonneau(at)ubisoft.com</a>&gt; wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">









<div link="blue" vlink="purple" lang="EN-US">

<div>

<p><font face="Arial" size="2"><span style="font-size: 10pt; font-family: Arial;">Hi all,</span></font></p>

<p><font face="Arial" size="2"><span style="font-size: 10pt; font-family: Arial;">&nbsp;</span></font></p>

<p><font face="Arial" size="2"><span style="font-size: 10pt; font-family: Arial;">Was just wondering, everyone seemed SOOO happy when 3Dlight
came out, did anyone made the switch? How do you like it? How did the
transition worked out?</span></font></p>

<p><font face="Arial" size="2"><span style="font-size: 10pt; font-family: Arial;">&nbsp;</span></font></p>

<p><font face="Arial" size="2"><span style="font-size: 10pt; font-family: Arial;">Also, FryRender came out with another update yesterday. Anyone
tried that one?</span></font></p>

<p><font face="Arial" size="2"><span style="font-size: 10pt; font-family: Arial;">&nbsp;</span></font></p>

<p><b><b><font color="#004080" face="Verdana" size="2"><span style="font-size: 10pt; font-family: Verdana; color: rgb(0, 64, 128);" lang="FR">MAC</span></font></b></b></p>

<p><font face="Times New Roman" size="3"><span style="font-size: 12pt;">&nbsp;</span></font></p>

</div>

</div>


</blockquote></div>

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harrybardak.co.uk/" target=3D"_blank">Http://www.harr=
ybardak.co.uk/</a><br>
<br>
+44 781 661 4147<br>
<br>
----------------------------------------<br>
<blockquote class=3D"gmail_quote" style=3D"border-left: 1px solid rgb(204, =
204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
From: <a href=3D"mailto:peter_b(at)skynet.be" target=3D"_blank">peter_b(at)skynet=
.be</a><br>
To: XSI(at)Softimage.COM<br>
Subject: Re: rendermap / lightmap SSS shader<br>
Date: Wed, 28 May 2008 11:03:52 +0200<br>
<br>
You can bake illumination with regular rendermap too - looks much better to=
<br>
me - with the bump and geometric detail and displacement. You&#39;re loosin=
g<br>
most of that with vertexmap.<br>
And with the density of meshes I had it was crashing all the time.<br>
For a human face I&#39;m down to 3-4 maps as is - and the comped results ar=
e<br>
fine. For full body it can be 8 or so and for quadrupeds 10 and upwards.<br=
>
With a lightmap working in UVspace this would be one single rendermap -<br>
doenst seem all that far fetched to me.<br>
<br>
<br>
<br>
----- Original Message ----- From: &quot;Andreas Bystrom&quot;<br>
To:<br>
Sent: Tuesday, May 27, 2008 11:09 PM<br>
Subject: Re: rendermap / lightmap SSS shader<br>
<br>
<br>
you can also try baking the illumination into a vertexmap, and then<br>
&quot;comp&quot; the textures on top of that.<br>
<br>
if you need lots of detail you can subdivide the mesh a bit. I found<br>
this method to be working rather well, I still had to rendermap from<br>
3-4 different camea-locations but it was much easier to get nice<br>
smooth results compared to rendermapping into textures.<br>
<br>
<br>
On Tue, May 27, 2008 at 9:07 PM, peter boeykens &nbsp;wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"border-left: 1px solid rgb(204, =
204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Thanks for the link.<br>
<br>
I am doing multiple rendermaps with the camera in different positions, and<=
br>
recombining them - this gives me a fairly good result.<br>
<br>
It&#39;s just a lot of work - mostly because of the very slow rendering tim=
es<br>
and instability of rendermap.<br>
A 2k rendermap is 1.5 hours on average on the stuff I&#39;m working on -<br=
>
regular<br>
2k renders are less than 15 minutes. I&#39;m scripting overnight renders of=
<br>
several rendermaps which helps out a lot - but one night out of two<br>
rendermap either crashes, freezes or simply disappears.<br>
<br>
...<br>
<br>
<br>
----- Original Message ----- From: &quot;Halfdan Ingvarsson&quot;<br>
<br>
To:<br>
Sent: Tuesday, May 27, 2008 5:06 PM<br>
Subject: RE: rendermap / lightmap SSS shader<br>
<br>
<br>
It&#39;s not complicated what it does. It&#39;s basically a trick they used=
 on<br>
Finding Nemo, described in some Siggraph notes, but using the camera&#39;s<=
br>
pov,<br>
rather than the light&#39;s pov. (see:<br>
<a href=3D"http://graphics.stanford.edu/facecourse/facecloning05/Presentati=
ons/scat.pdf" target=3D"_blank">http://graphics.stanford.edu/facecourse/fac=
ecloning05/Presentations/scat.pdf</a><br>
)<br>
<br>
The lightmap contains the interleaved illumination of the front and back<br=
>
surfaces (+depth of back) as seen from the camera, then the fast_sss<br>
shader<br>
simply blurs the image samples based on distance, for each sample lookup.<b=
r>
This is why this trick won&#39;t work in a wraparound mode. If you froze th=
e<br>
lightmap and then orbited, the SSS effect would look quite funky where you<=
br>
were viewing perpendicular to what the original camera&#39;s sampling posit=
ion<br>
was.<br>
<br>
The only decent way to do it would be something along the lines of what<br>
Alan<br>
describes.<br>
<br>
- =BD<br>
<br>
-----Original Message-----<br>
From: owner-xsi(at)Softimage.COM [mailto:<a href=3D"mailto:owner-xsi(at)Softimage=
.COM" target=3D"_blank">owner-xsi(at)Softimage.COM</a>] On Behalf<br>
Of<br>
Alan Jones<br>
Sent: 27-May-2008 10:55<br>
To: XSI(at)Softimage.COM<br>
Subject: Re: rendermap / lightmap SSS shader<br>
<br>
On Tue, May 27, 2008 at 3:20 PM, peter boeykens &nbsp;wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"border-left: 1px solid rgb(204, =
204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<br>
For &quot;unsupporting&quot; SSS - this seems lame - as it wouldn&#39;t tak=
e all<br>
that much to get it to work.<br>
The downfall is with the lightmap being camera dependent.<br>
I dont think that&#39;s a limitation of lightmaps - as color sampler<br>
lightmap is working with UV space.<br>
</blockquote>
<br>
The fast SSS shaders don&#39;t do anything akin to an ordinary lightmap in =
UV<br>
space.<br>
They use lots of strange trickery behind the scenes to do their work and<br=
>
Zap<br>
is very tight lipped on their secret sauce used. Don&#39;t forget that Half=
y<br>
is<br>
an exceptionally intelligent guy, if there was something on his end he<br>
could<br>
do to resolve this it would already be done.<br>
<br>
There&#39;s nothing stopping you from writing/employing someone to write yo=
ur<br>
own SSS shader which could achieve similar speed using lightmaps by doing<b=
r>
some nice trickery to store to a kdtree/bih instead of a UV space texutre<b=
r>
and then looking that up within the main shader. It&#39;d be nice and fast =
and<br>
you&#39;d avoid the camera dependency that makes fast SSS so unhappy.<br>
<br>
Though if you use SSS a lot grab a copy of 3Delight - their SSS is<br>
absolutely gorgeous, though I&#39;ve not look at whether they support<br>
rendermapping in XSI, though I&#39;m sure Aghiles would be more than happy =
to<br>
provide customers with something that does this within XSI in order to get<=
br>
3Delight into a new facility.<br>
<br>
Cheers,<br>
<br>
Alan.<br>
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