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Faking SSS

jdcooke
Member Since Nov 11, 2001
3 Images, Last upload Sep 15, 2010

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An attempt to simulate "sub-surface scattering" with "multi-pass rendering" and a "linear gamma work-flow".

Model: 'Antonia' created by odf and the Renderosity community.

Thanks to bagginsbill for the linear gamma to sRGB nodes (among other nodes :).

Software
Renderer: Poser 8
Compositor: After effects 6.5

take care
Details
Uploaded
September 9, 2010
Gallery
Poser
Genre
Realism
Size
109 kB
Dimensions
1024x832

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311
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Image Comments


Sep 9, 2010 12:08:29 pm
how did you do teh glowing ear?

by ice-boy Homepage »

Sep 9, 2010 1:15:39 pm
Fabulous render! Love the textures and lighting.

by flashone Homepage »

Sep 9, 2010 4:40:08 pm
Technicality without content is meaningless. Was it you, ODF or BB who produced this image?

by Apple_UK Homepage »

Sep 9, 2010 9:58:16 pm
I don't think it's meaningless at all! This is a demonstration of a technique, and we can all learn something from it. That is, if I knew what a linear gamma workflow was! Hmm, After Effects for postwork? An unusual choice. 'Splain... What exactly did you do?

by MrGorf Online Now!   Homepage »

Sep 10, 2010 12:43:07 pm
Thanks for the comments everyone.

Antonia is the model I used 'cause I like it, however, any model would have done the trick.

I used After Effects 6.5 'cause it's what I have for working with 16 bits per channel color depth.

A linear gamma work-flow is important with regard to computer graphics, color math and photo-realism.


I'm attempting to streamline a process of simulating SSS by building up layers of render passes. It involves creating a second set of skin textures using the standard skin textures that come with the model. By applying "curves" in an image editing program an 'adjusted' set of textures can represent the "sub-dermal skin layer of the subject. - takes a minute or two to do.

The Render passes consist of:

1) The main render - a diffuse pass that contains all content, regular textures/materials (plus bagginsbill's linear gamma to sRGB node set), shadows and indirect lighting, but NO specular or reflections.

2) Various specular and reflection passes

3) Sub-dermal passes - here I use the "Sub-Dermal" textures plus Poser's 'FastScatter' node to create separate passes for both front-scatter and back-scatter effects.

4) Various black/white matte passes for masking content during the compositing stage

Next,

The render passes are converted to 16 bits per channel and then an anti-gamma adjustment of 0.4545 is applied.

Compositing is next... :)


take care

by jdcooke Homepage »

Sep 14, 2010 2:34:39 pm
The texture looks great from what you've done.
The lighting is excellent.

BTW: I think the glow on her ear is most likely because he used back-lighting. :)

by BluEcho Homepage »

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