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Nebukadnezar
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For some materials it would be nice to have Sub Surface Scattering with custom radius and the possibility to tint it. Both by a global number and "green" inputs.

Low priority, though.
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SpaceRay
SpaceRay

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Sub Surface Scattering


http://en.wikipedia.org/wiki/Subsurface_scattering

Sub Surface Scattering on Filter Forge ?? smile:?:

As far as I know this is used on 3D software but HOW would you use this in a 2D software and how would be implemented inside FF ?

Please, if you explain it better what is your idea it could help much to FF developers and others to understand what you have in mind as suggestion.
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Skybase
2D/3D Generalist

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As far as I know this is used on 3D software but HOW would you use this in a 2D software and how would be implemented inside FF ?


Generally shaders with SSS settings come with parameters such as density. So in a way you can the sense of depth in 2D space by increasing the transparency between multiple layers of substance. Think about it as diluting milk with water. The more water you add into milk, the particles that comprise of milk spread apart, hence becoming more transparent.

Quite honestly the visual appearance of SSS can be mimicked in FilterForge with a little bit of layering and some slider trickery. The unfortunate side of doing this is that it's not physically accurate. But I think it can be done anyway.

The catch with SSS is that it works best with 3D objects that take up X amount of space with lighting. The reason for this is because objects can have thinner areas and depending on topology can also present distinctive looks when rendered with appropriate lighting.
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Nebukadnezar
Posts: 64
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Oh noes, forum ate my post. smile:(
I have a bit left and will rewrite some more roughly:

Think highly wrinkled skin, mountains of wax, grapes, porcelain with valleys and ridges.
It kind of could me mimicked globally via the lighting, but since there is no way to influence ambient light with a map and there is no self illumination map (that I'm aware of ) it couldn't be done locally. You could construct your own more ore less basic lighting with Derivative or something like that, but that's a bit cumbersome.
Or use the height map with a high pass to identify ridges, combine that with a raised ambient level and add a dynamic light for specular only. Perhaps an additional, dimmer one to add to the fake diffuse. But I wouldn't call that practical.

We don't know what's behind our surface but could provide that information.
We have a 3dimensional surface* and can calculate the "depth" in x and y.

*The heightmap is probably converted to elevation/normal information for most operations, but the information is there. AO seems to make use of it, too.


But like said, it's more like a gimmick or "nice to have".
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SpaceRay
SpaceRay

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Nebukadnezar wrote:

Quite honestly the visual appearance of SSS can be mimicked in FilterForge with a little bit of layering and some slider trickery. The unfortunate side of doing this is that it's not physically accurate. But I think it can be done anyway.


Well if it would be possible, it can only be done by experts of filter forge that know very well how would this be possible.
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