Planetside Software Forums

General => Image Sharing => Topic started by: KyL on October 15, 2019, 07:17:16 PM

Title: Subsurface experiments
Post by: KyL on October 15, 2019, 07:17:16 PM
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
Title: Re: Subsurface experiments
Post by: RogueNZ on October 15, 2019, 09:28:52 PM
Heck yes! This has been a long time coming haha
Title: Re: Subsurface experiments
Post by: WAS on October 15, 2019, 10:35:08 PM
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.
Title: Re: Subsurface experiments
Post by: DocCharly65 on October 17, 2019, 01:48:08 AM
What a cool look! Like!
Title: Re: Subsurface experiments
Post by: KyL on October 18, 2019, 05:36:42 PM
some marble:
tgout-012 37m09s v4.4.38.1.jpg
Title: Re: Subsurface experiments
Post by: Oshyan on October 18, 2019, 08:06:46 PM
You have a way with materials :)

- Oshyan
Title: Re: Subsurface experiments
Post by: WAS on October 19, 2019, 01:01:11 AM
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.
Title: Re: Subsurface experiments
Post by: Dune on October 19, 2019, 03:45:01 AM
That is another really fine example!
Title: Re: Subsurface experiments
Post by: Hannes on October 19, 2019, 05:20:15 AM
That's gorgeous!!!!! You're indeed the SSS pioneer!
Title: Re: Subsurface experiments
Post by: KyL on October 19, 2019, 09:33:17 AM
thanks guys!
Title: Re: Subsurface experiments
Post by: sjefen on October 19, 2019, 11:24:20 AM
I can't wait for this feature.


- Terje
Title: Re: Subsurface experiments
Post by: RogueNZ on October 21, 2019, 05:12:18 AM
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?
Title: Re: Subsurface experiments
Post by: KyL on October 21, 2019, 08:49:07 AM
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.
Title: Re: Subsurface experiments
Post by: bobbystahr on October 21, 2019, 09:19:08 AM
Quote from: Oshyan on October 18, 2019, 08:06:46 PMYou have a way with materials :)

- Oshyan
Hear! Hear!
Title: Re: Subsurface experiments
Post by: bobbystahr on October 21, 2019, 09:23:06 AM
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
Title: Re: Subsurface experiments
Post by: Oshyan on October 21, 2019, 02:16:03 PM
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
Title: Re: Subsurface experiments
Post by: archonforest on October 21, 2019, 02:28:33 PM
Impressive!
Title: Re: Subsurface experiments
Post by: RogueNZ on October 21, 2019, 05:02:24 PM
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
Title: Re: Subsurface experiments
Post by: KyL on October 21, 2019, 06:48:17 PM
Oh. 0.7 detail is probably the reason. In my example in never went above 0.5
Title: Re: Subsurface experiments
Post by: DocCharly65 on October 22, 2019, 01:25:49 AM
Very beautiful marble example!
Title: Re: Subsurface experiments
Post by: RogueNZ on October 22, 2019, 01:49:57 AM
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.
Title: Re: Subsurface experiments
Post by: Dune on October 22, 2019, 02:05:06 AM
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.
Title: Re: Subsurface experiments
Post by: WAS on October 22, 2019, 02:39:59 AM
I wonder if mixing with a merge shader two separate glass shaders with their own colours with a mixer would help time
Title: Re: Subsurface experiments
Post by: KyL on October 23, 2019, 01:18:05 AM
probably not, you would end up evaluating two glass shader instead of one, plus the merge operation.... :-\