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Subsurface scattering does not support transmittance. #11398
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What you are looking for is transmittance, which is unsupported. It needs
to be added eventually (still thinking how to do it)
…On Sep 18, 2017 5:08 PM, "Daniel Ramirez" ***@***.***> wrote:
*Operating system or device, Godot version, GPU Model and driver (if
graphics related):*
Fedora 26, Nvidia Proprietary 384.69 bc005a5
<bc005a5>
*Issue description:*
SSS does not really look like it, it makes things look like waxs, but it
does not seem to let light through,
for example here is how it looks in sketchfab
[image: screenshot from 2017-09-18 14-57-13]
<https://user-images.githubusercontent.com/1103897/30561878-2c5865fe-9c82-11e7-8749-704953d81abe.png>
does not look really nice, but it lets light through thinner parts of the
object,
here is how it looks in godot
[image: screenshot from 2017-09-18 15-04-57]
<https://user-images.githubusercontent.com/1103897/30562079-e5a8410a-9c82-11e7-8a63-3fed996617f5.png>
[image: screenshot from 2017-09-18 15-05-43]
<https://user-images.githubusercontent.com/1103897/30562086-e9295210-9c82-11e7-8d83-87da2c36e478.png>
it has almost all the SSS paramter (.95), i remember it used to be better
but i could never get the same type of result as the sketchfab one.
*Steps to reproduce:*
*Link to minimal example project:*
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@reduz oh, nice, will change the title then |
The problem is that, for transmittance to work, shadow mapping needs to be
enabled and objects recieving it need to have culling set in reverse (which
could be automatized I guess). As the effect happens by measuring the
object thickness via shadow map..
…On Sep 18, 2017 5:41 PM, "Daniel Ramirez" ***@***.***> wrote:
@reduz <https://github.com/reduz> oh, nice, will change the title then
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@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. |
Maybe saketchfab uses a transmittance map? |
reduz the gltf i downloaded does not have any texture, here it is. |
Isn't it possible to use the old trick of dual pass rendering ? It's not true for concave objects, but it's a close approximation for real-time |
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
does not look really nice, but it lets light through thinner parts of the object,
here is how it looks in godot
ping @reduz
Steps to reproduce:
Link to minimal example project:
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