SSS (Subsurface Scattering)?
DigitalPictures
Join Date: 2009-12-27 Member: 69791Members
<div class="IPBDescription">Is this still being implemented?</div>I realize the game is still in an early stage, but are there still plans to include this? Remember it being talked about in alien structures, to get that glowing membrane feel to them from the inside. Will it also be implemented in the soldiers? I just wanted to see what's up with this and if it was still in the cards. SSS can really make the game characters come to life and would love to see it in this graphical style. Will the engine support it, even if UW decides to turn it off for NS2?
Comments
So what a realtime 3D engine could do is displaying that color as fast as possible. I guess...
I really don't think you need it, a decent material system and a couple of overlaid textures for the alien buildings could give you a very nice effect with way less implementation time and rendering cost.
You probably wouldn't notice the difference anyway unless you knew what you're looking for, SSS is used to simulate light diffusing through a translucent substance, you aren't going to be looking for that while you're shooting aliens and dodging gas bombs.
If you do it properly you're in seconds per frame territory.
If you do it properly you're in seconds per frame territory.<!--QuoteEnd--></div><!--QuoteEEnd-->
You don't need subsurface scattering to do lerk wings, SSS is a volumetric thing, it takes into account actual thickness and bounces rays around inside objects.
You could do lerk wings by just making a material shader similar to self illumination except it's controlled by how much light is striking the back-face of the pixels the texture is applied to.
Much simpler than calculating light diffusing through the actual volume of the lerk wings.
I still doubt you'd notice it, lerks are going to be flying around or hiding in the shadows, you aren't going to see them standing in front of lights with their wings spread very much because lerks that do that are dead lerks.
I know what SSS does and how it looks.
<!--quoteo(post=1801178:date=Oct 10 2010, 11:16 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Oct 10 2010, 11:16 AM) <a href="index.php?act=findpost&pid=1801178"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You could do lerk wings by just making a material shader similar to self illumination except it's controlled by how much light is striking the back-face of the pixels the texture is applied to.
Much simpler than calculating light diffusing through the actual volume of the lerk wings.<!--QuoteEnd--></div><!--QuoteEEnd-->
AKA one method of faking SSS.
<!--quoteo(post=1801178:date=Oct 10 2010, 11:16 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Oct 10 2010, 11:16 AM) <a href="index.php?act=findpost&pid=1801178"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I still doubt you'd notice it, lerks are going to be flying around or hiding in the shadows, you aren't going to see them standing in front of lights with their wings spread very much because lerks that do that are dead lerks.<!--QuoteEnd--></div><!--QuoteEEnd-->
Lerks are not played exclusively by the omniscient; sometimes they'll be flying out in the open through a well lit corridor because they strongly suspect there are no marines there and they don't have time to be careful. Sometimes they'll be forced to flee and get blocked by marines in a doorway. Sometimes they'll try to take an LA/LMG out with bite because they think they can get away with or they are cornered.
It's immediately obvious when you see it, unlike say, light filtering through a fade claw in a correct looking fashion.
If you are going to do special effects like that I think it'd be more worthwhile putting it in for structures, as they are more visible, move less, and you'll spend more time looking at them than you will lerks. A good structure glow effect would be more useful than lerk wing effects I think.
The lerk wing translucency can be handled via a simpler shader that samples lighting from above or below a lerk and adjust how much the wings glow.
Edit: I should also note that I'm more interested in this having to do with the Spark engine itself and not specifically NS2.
Well, that's exactly how Crytek handled translucency on vegetation and they had no qualms about calling it a sub surface scattering approximation.
On faces they used texture space diffusion to fake SSS.