Hi guys,
I have been playing a bit with the subsurface scattering options of the upcoming release, and it's time to take this out of the Alpha section ;)
Here is a little jade thing:
tgout-018 1h33m21s v4.4.38.1.jpg
Heck yes! This has been a long time coming haha
Quote from: KyL on October 15, 2019, 07:17:16 PMHi guys,
I have been playing a bit with the subsurface scattering options of the upcoming release, and it's time to take this out of the Alpha section ;)
Here is a little jade thing:
tgout-018 1h33m21s v4.4.38.1.jpg
Looks great. I have about a hundred different translucent stone and crystal setups that would look great finally with better subsurface scattering.
Request A good test would be a wave, with you know scum on top breaking up the light into the water interacting with the wave shape. I Haven't seen this done and it seems like a go-to for TG.
What a cool look! Like!
some marble:
tgout-012 37m09s v4.4.38.1.jpg
You have a way with materials :)
- Oshyan
Quote from: KyL on October 18, 2019, 05:36:42 PMsome marble:
tgout-012 37m09s v4.4.38.1.jpg
Ahhh, this is satisfying to see. No more hard shadows where should be some light. Would be nice to see some veinage.
That is another really fine example!
That's gorgeous!!!!! You're indeed the SSS pioneer!
thanks guys!
I can't wait for this feature.
- Terje
Do you mind sharing your experience on render times, and what works well in terms of settings for a good balance of quality versus render time?
Sure. Render times are actually in the filenames of the pictures so if you open any of them in a new tab you will see the render time.
Usually it is between 30min and 1h to get a nice clean 2k image on my machine (threadripper 2950x with 32 threads)
In general I render using AA6, as most of the objects I used with subsurface are quite smooth and not very challenging to sample. I increase the number of path to 64 to get a nice clean subsurface. For animation you could probably go lower.
Quote from: Oshyan on October 18, 2019, 08:06:46 PMYou have a way with materials :)
- Oshyan
Hear! Hear!
Quote from: KyL on October 21, 2019, 08:49:07 AMSure. Render times are actually in the filenames of the pictures so if you open any of them in a new tab you will see the render time.
not on my computer in Google chrome..just an index.php and the size
You have to right-click and Save As. Then you see the file name in the save dialog (you can click Cancel if you don't actually want to download it).
- Oshyan
Impressive!
Quote from: KyL on October 21, 2019, 08:49:07 AMSure. Render times are actually in the filenames of the pictures so if you open any of them in a new tab you will see the render time.
Usually it is between 30min and 1h to get a nice clean 2k image on my machine (threadripper 2950x with 32 threads)
In general I render using AA6, as most of the objects I used with subsurface are quite smooth and not very challenging to sample. I increase the number of path to 64 to get a nice clean subsurface. For animation you could probably go lower.
Thanks! I must be doing something wrong as a 1000x600 image of a displaced sphere with SSS, 0.7 detail and AA5 is taking nearly 4 hours (I'm using a 3900x). Will check when I get home
Oh. 0.7 detail is probably the reason. In my example in never went above 0.5
Very beautiful marble example!
Ok I think my issue issue is the displacement (via PF) on the sphere. Turning off the displacement reduced render time from 3 hours to 7 mins. Is this expected? Rendering the displaced sphere without glass shader is very quick (minutes).
Another observation, using a sphere object, changing subsurface scatter in all directions (Beta) nearly tripled render time for no noticeable change in appearance. I know this was intended for use in thin/complex objects, but it's a worthwhile setting to check if actually necessary.
I did notice that adding another color to the density input increases render time too. This was the case in my ice experiment; bubbles only went faster than adding a constant color or PF. Which could be logical; more to calculate.
I wonder if mixing with a merge shader two separate glass shaders with their own colours with a mixer would help time
probably not, you would end up evaluating two glass shader instead of one, plus the merge operation.... :-\