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SSS fake for DirectX Realtime
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SSS fake for DirectX Realtime // The Garage
Post by parva // Apr 10, 2007, 11:53pm
parva
Total Posts: 822
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some samples where already shown in the upcoming tS7.5 release news.
I just wanted to show and tell a bit more about the Shader you will await.
The Model Shader based upon a translucence formula from Joel Styles but it isn't a 1:1 adaption.
I must also admit that I'm not a programmer or a shader creator,
with that fact in mind it is amazing how easy it was to come up with this
and I think a programmer who know hlsl coding would create really nice stuff.
Here a simple head taken from poser.
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Left the non scattering version nearly the same result as pure phong shading.
Right the scattered versions. Keep in mind it isn't true subsurface scattering nor translucence lighting.
It's more or less a fake to achieve similar and like all realtime shaders also this one has some limitations
you have to deal with but if you know how to set the light you can create cool results.
The Shader comes with some settings which keeps flexibility.
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You can use float point (numerical input) or color/texture for nearly every setting.
At the right site you see the node tree from the model shader. |
Post by Jack Edwards // Apr 11, 2007, 12:31am
Jack Edwards
Total Posts: 4062
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Looks awesome Parva!
Er now the key question is how do we export it as HLSL for our game engines... ^-^
-Jack. |
Post by parva // Apr 11, 2007, 1:48am
parva
Total Posts: 822
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thank you Jack.
Indeed exporting isn't possible yet.
Export as fx file would be nice of course but I don't know how proper it would work in game engines there I not know how standart "fx" format is or if game engines use there own code or slightly different fx format. |
Post by parva // May 7, 2007, 2:23am
parva
Total Posts: 822
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some other screenies, done during the testing.
TLM (http://www.parva-project.de/stuff/ts/beta/tlm.jpg)
TLM1 (http://www.parva-project.de/stuff/ts/beta/tlm1.jpg)
TLM2 (http://www.parva-project.de/stuff/ts/beta/tlm2.jpg)
again everything realtime dx9 |
Post by Jack Edwards // May 7, 2007, 3:53am
Jack Edwards
Total Posts: 4062
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This is some really nice work Parva :D I particularly like the guy at the bottom right on the first image. The baby looks nice too.
Unless I'm mistaken the shader bricks are encapsulated HLSL so I would think that there's gotta be a way for Caligari to build us an HLSL script exporter... ;)
Exporters is what ever one is saying is next on the list after 7.5 maybe shader scripts will be included in that...
-Jack. |
Post by splinters // May 7, 2007, 4:46am
splinters
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Superb work Parva as usual. I have had great fun playing with this shader in 7.5...:D |
Post by parva // May 7, 2007, 5:03am
parva
Total Posts: 822
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thank you Jack and Paul :)
maybe my scripting knowledge expands in the future so that I can clean up this shader or someone with more knowledge can create a more advanced sss shader (or something else). I think the possibilites in tS7.5 are there :) |
Post by prodigy // May 7, 2007, 5:16am
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Thats funny.. your avatar has the same effect as your sss real time shader.. so you may think about to create this trol with your shader! Its a new tendence use a TS Cg avatars...
Incredible work Parva...:) |
Post by Délé // May 7, 2007, 6:47am
Délé
Total Posts: 1374
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Very cool as usual Parva! :D The only thing better then your work itself is your willingness to share it and help the rest of us achieve better results. :) :banana: :banana: |
Post by Shike // May 8, 2007, 3:56am
Shike
Total Posts: 511
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Simply amazing ! :D
I never cease to be amazed at what can be done in realtime...but takes forever to render :confused: |
Post by membrain // May 11, 2007, 6:57pm
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Total Posts: 28
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I agree... wuts funn is that even a basic form of radiosity is possible in shader form-
It would seem that eventualy there won't be any need to prerender anything... it'll all be done in real time (though how far away that is... hard to say) :D |
Post by noko // May 11, 2007, 8:52pm
noko
Total Posts: 684
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Amazing work parva and so fun to play with too! Thanks for sharing. :jumpy: |
Post by xmanflash // May 12, 2007, 1:04am
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Total Posts: 335
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"It would seem that eventualy there won't be any need to prerender anything"
I think DX10 will help in this regard! |
Post by Shike // May 14, 2007, 12:41am
Shike
Total Posts: 511
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Yup, the DX10 showreel of Crysis is hard to separate from animation/reality. :D
But looking at Parva's realtime work...I'd say we get pretty close with DX9 :cool: |
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