From 0df9b2c71517a98760a5e577f434d9d86e4e1910 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Sun, 21 Jan 2018 14:04:22 +0100 Subject: Cycles: random walk subsurface scattering. It is basically brute force volume scattering within the mesh, but part of the SSS code for faster performance. The main difference with actual volume scattering is that we assume the boundaries are diffuse and that all lighting is coming through this boundary from outside the volume. This gives much more accurate results for thin features and low density. Some challenges remain however: * Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help here, but it's unclear still how much it helps in real world cases. * Due to this being a volumetric method, geometry like eyes or mouth can darken the skin on the outside. We may be able to reduce this effect, or users can compensate for it by reducing the scattering radius in such areas. * Sharp corners are quite bright. This matches actual volume rendering and results in some other renderers, but maybe not so much real world objects. Differential Revision: https://developer.blender.org/D3054 --- intern/cycles/kernel/split/kernel_subsurface_scatter.h | 1 + 1 file changed, 1 insertion(+) (limited to 'intern/cycles/kernel/split') diff --git a/intern/cycles/kernel/split/kernel_subsurface_scatter.h b/intern/cycles/kernel/split/kernel_subsurface_scatter.h index f902d000918..e50d63ea3bc 100644 --- a/intern/cycles/kernel/split/kernel_subsurface_scatter.h +++ b/intern/cycles/kernel/split/kernel_subsurface_scatter.h @@ -85,6 +85,7 @@ ccl_device_noinline bool kernel_split_branched_path_subsurface_indirect_light_it branched_state->num_hits = subsurface_scatter_multi_intersect(kg, &ss_isect_private, sd, + hit_state, sc, &lcg_state, bssrdf_u, bssrdf_v, -- cgit v1.2.3