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accordingly.
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Using this paper:
http://graphics.pixar.com/library/ApproxBSSRDF/paper.pdf
This model gives less blurry results than the Cubic and Gaussian
we had implemented:
- Cubic: https://developer.blender.org/F279670
- Burley: https://developer.blender.org/F279671
The model is called "Christensen-Burley" in the interface, which
actually should be read as "Physically based" or "Realistic".
Reviewers: juicyfruit, dingto, lukasstockner97, brecht
Reviewed By: brecht, dingto
Subscribers: robocyte
Differential Revision: https://developer.blender.org/D1759
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This was already mixed a bit, but the dot belongs there.
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give a result more similar to the Compatible falloff option. The scale is x2
though to keep the perceived scatter radius roughly the same while changing the
sharpness. Difference with compatible will be mainly on non-flat geometry.
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* OSL rendered Black with Compatible Fallof option, fixed.
Note: OSL uses compatible scattering when "Compatible" or "Bicubic" is selected. I guess compatible will be removed later? If not we need to fix this properly.
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More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
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New features:
* Bump mapping now works with SSS
* Texture Blur factor for SSS, see the documentation for details:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering
Work in progress for feedback:
Initial implementation of the "BSSRDF Importance Sampling" paper, which uses
a different importance sampling method. It gives better quality results in
many ways, with the availability of both Cubic and Gaussian falloff functions,
but also tends to be more noisy when using the progressive integrator and does
not give great results with some geometry. It works quite well for the
non-progressive integrator and is often less noisy there.
This code may still change a lot, so unless you're testing it may be best to
stick to the Compatible falloff function.
Skin test render and file that takes advantage of the gaussian falloff:
http://www.pasteall.org/pic/show.php?id=57661
http://www.pasteall.org/pic/show.php?id=57662
http://www.pasteall.org/blend/23501
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well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.
It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.
Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.
The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.
There is also no GPU support yet, will test if I can get that working later.
Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
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