Subsurface Scattering Artifacs #30743

Closed
opened 2012-03-31 13:03:45 +02:00 by Christoph Pöhler · 6 comments

%%%Subsurface Scattering shows wireframe artifacs wen using backlit thin mesh (shell object) in combination with texturemaps (normal map).
Sreenshot and file attached

Using Blender 2.62 64 bit Windows 7

Blender:


version 2.62 (sub 0), revision 44136. Release
build date: 2012-02-16, 00:08:44
platform: Windows:64bit

OpenGL


renderer: GeForce GTS 250/PCI/SSE2
vendor: NVIDIA Corporation
version: 3.3.0

RAM


12 Gb DDR 3 1600

CPU


AMD Phenom II X6 1055T 2.80 GHz

%%%

%%%Subsurface Scattering shows wireframe artifacs wen using backlit thin mesh (shell object) in combination with texturemaps (normal map). Sreenshot and file attached Using Blender 2.62 64 bit Windows 7 Blender: **** version 2.62 (sub 0), revision 44136. Release build date: 2012-02-16, 00:08:44 platform: Windows:64bit OpenGL **** renderer: GeForce GTS 250/PCI/SSE2 vendor: NVIDIA Corporation version: 3.3.0 RAM **** 12 Gb DDR 3 1600 CPU **** AMD Phenom II X6 1055T 2.80 GHz %%%

Changed status to: 'Open'

Changed status to: 'Open'

%%%Brecht, can you please check this?%%%

%%%Brecht, can you please check this?%%%

%%%Developer note: issue seems to be because SSS preprocessing pass is do on non-antialiased buffer. The extra shading points near edges due to AA then don't have a sample nearby in the SSS point cloud, which cause more influence from the back.%%%

%%%Developer note: issue seems to be because SSS preprocessing pass is do on non-antialiased buffer. The extra shading points near edges due to AA then don't have a sample nearby in the SSS point cloud, which cause more influence from the back.%%%
Member

%%%Brecht: is this an active open issue on your list, or a known limitation of SSS approximation code, with possible bypasses?%%%

%%%Brecht: is this an active open issue on your list, or a known limitation of SSS approximation code, with possible bypasses?%%%

%%%It's sort of a known limitation of the current implementation, you start to get artifacts when the SSS scattering distance is too small because you'd need many points. Moved it to the todo list.
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Render#Render_Engine%%%

%%%It's sort of a known limitation of the current implementation, you start to get artifacts when the SSS scattering distance is too small because you'd need many points. Moved it to the todo list. http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Render#Render_Engine%%%

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
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Reference: blender/blender#30743
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