[req] Distance based fadeoff for textured sss

Feature requests, bug reports and related discussion
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Kram1032
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Post by Kram1032 » Thu Sep 06, 2007 1:13 am

cabotinage = bragging ;)

Understood :)

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CTZn
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Post by CTZn » Thu Sep 06, 2007 2:41 am

Sounds correct Kram :)
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oodmb
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Post by oodmb » Thu Sep 06, 2007 4:16 am

procedurals as in 3d procedural texture space for sss where the color (or absorbtion rate or whatever functions) are effected by the procedural
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CTZn
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Post by CTZn » Thu Sep 06, 2007 5:39 am

Image Image Image Image Image Image Image Image Image Image Image Image Image

oodmb: My friends read your post, they wanted to support you ;)

IMHO procedurals should come before that weird sss feature we're discussing, maybe through an API ?
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oodmb
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Post by oodmb » Thu Sep 06, 2007 8:51 am

well, ono's gone really far in indigo without the use of procedurals and it seems to be very popular even without procedurals, so i guess he has his reasons for not using them, although in my renderer i plan on only using procedurals and not supporting textures because its my personal philosophy that good models and textures should work for every model, in some cases i suppose textures are necessary, such as for logos or people, but i've gotten very far with only using textures once.

oh, and on on a side note, if 3d procedurals are used for sss, then the procedurals should be in object space instead of scene space because being in scene space would mean that if an object moved in two different scenes but was the same object, it would change texture. now that i think about it, that would be kinda cool as maybe a switch between object texture space and scene texture space.
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CTZn
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Post by CTZn » Thu Sep 06, 2007 9:59 am

Oh yes that's right, but that's not only true for sss, that should apply for every procedural texture used in scene, whatever application you have for it (unless you want the texture to swim through the object) !

Additionally you should be able to define an offset vector, in the case where two identical objects (shape and material wise) coexists, or you'll find yourself with two ugly clones... or having to create a second texture, very similar to the former... the <pos> vector of the model could be used for that purpose. That would be a mix between object and world coords.

The solution Maya uses for deformables objects with proc textures is to have a reference object (the original, undeformed object) standing somewhere in scene, invisible, and transfering it's uv information to it's deformed copy. That allows to use proc textures for characters, to use the same texture while showing a different aspect and so on, hopefully... the topic is a bit tricky for me !
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