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Subsurface scattering does not support transmittance. #11398

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djrm opened this issue Sep 18, 2017 · 7 comments · Fixed by #37678
Closed

Subsurface scattering does not support transmittance. #11398

djrm opened this issue Sep 18, 2017 · 7 comments · Fixed by #37678

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@djrm
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djrm commented Sep 18, 2017

Operating system or device, Godot version, GPU Model and driver (if graphics related):
Fedora 26, Nvidia Proprietary 384.69 bc005a5

Issue description:

SSS does not support transmittance, here is the SSS demo from sketchfab

screenshot from 2017-09-18 14-57-13
does not look really nice, but it lets light through thinner parts of the object,

here is how it looks in godot
screenshot from 2017-09-18 15-04-57
screenshot from 2017-09-18 15-05-43

ping @reduz

Steps to reproduce:

Link to minimal example project:

@reduz
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reduz commented Sep 18, 2017 via email

@djrm
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djrm commented Sep 18, 2017

@reduz oh, nice, will change the title then

@djrm djrm changed the title Subsurface scattering does not really look like it. Subsurface scattering does not support transmittance. Sep 18, 2017
@reduz
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reduz commented Sep 18, 2017 via email

@djrm
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djrm commented Sep 18, 2017

@reduz yeah i remember reading something like that once, so i was wondering why godot does not ask for a cusom SSS texture, but yeah also saw techniques for generating it.

@reduz
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reduz commented Sep 18, 2017

Maybe saketchfab uses a transmittance map?

@djrm
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djrm commented Sep 18, 2017

reduz the gltf i downloaded does not have any texture, here it is.

stanford_dragon_sss_test.zip

@Pseudopode
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Isn't it possible to use the old trick of dual pass rendering ?
First pass = render backfaces, largest distance from the camera
Second Pass = render frontfaces, closest to the camera
Distance = 2nd Pass - 1st Pass

It's not true for concave objects, but it's a close approximation for real-time

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5 participants