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Brecht Van Lommel de9dffc61e Cycles: initial subsurface multiple scattering support. It's not working as
well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.

It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.

Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.

The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.

There is also no GPU support yet, will test if I can get that working later.

Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF

Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-04-01 20:26:52 +00:00
build_files correct too-big allocation in mesh beautify. 2013-04-01 07:57:33 +00:00
doc BGE: Adding docs for bge.logic.getProfileInfo(). 2013-03-19 04:56:51 +00:00
extern misc minor edits. 2013-03-29 06:25:22 +00:00
intern Cycles: initial subsurface multiple scattering support. It's not working as 2013-04-01 20:26:52 +00:00
release Node editing feature: 2013-04-01 15:07:22 +00:00
source Cycles: initial subsurface multiple scattering support. It's not working as 2013-04-01 20:26:52 +00:00
CMakeLists.txt modified build system for updated opencollada libraries (windows only, other platforms might want to update as well) 2013-03-28 18:02:24 +00:00
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GNUmakefile correct too-big allocation in mesh beautify. 2013-04-01 07:57:33 +00:00
SConstruct Attempt to fix windows building with scons 2013-03-22 08:53:11 +00:00