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Here it is what I've read for Blender.
Not much code had to be changed to integrate SSS into the render pipeline.
- For each material with SSS, a preprocessing pass is done similar to
environment mapping.
- This pass is fully threaded, and works similar to rendering a regular
layer.
- For each tile, two zbuffers are created, one with the frontmost faces and
one with the backmost faces.
- The points on these faces are then shaded, but with only diffuse shading,
including AO and radiosity.
- These points are all collected into a list, with their color, 3d
coordinate and area.
- Using the list of points, an octree is built for quick lookup during
rendering.
- When doing regular rendering, instead of using the diffuse shading, a
color computed by taking a weighted average of points in the octree is
used.
And for Povray are these steps easy to implement or not?
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