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REAL TIME SUBSURFACE SCATERING INSIDE ICLONE!

Posted By wildstar 5 Years Ago
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wildstar
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wildstar
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you know this days you awake and think " IF  i do THAT? " so.. today was this day for me and i very happy with result Smile 



Smile 
wildstar
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using it with iclone glow settings , you can get vey nice results in real scene cases like an ambient with many colors objects light work and VXGI is a evolution 
of the trick tokomotion use in his video 
wildstar
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glow + thickness maps+vxgi is better than unity fake sss shaders , now i can say that just cause i test it a lot Smile 
Bassline303
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THANX for sharing the trick , Wildstar , so cool !!!
Skuzzlebutt
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good catch, but your not the first to do this.
now you need to know what them pesky roughness-metallic-ao and height maps are for
since you have substance painter.


.
wildstar
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if you ppl want i can share the thickness/glow maps 
justaviking
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Nice job, and thanks for sharing.  Smile

I've mentioned the use of a Glow map before, too, but the problem is it is so dependent upon the lighting and viewing directions.  Take the ears, for example.  If the character is facing you, and is between you and the light (he's lit from behind), you will get a lot of "glow" on the ears.  But if the light is behind you when you look at the character, you don't get nearly the same effect,

Still, I agree, if used subtly it can be better than nothing.  I (with many others) have frequently encouraged RL to add SSS effects to iClone.





iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity...
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wildstar
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i dont know if you guys dont undestand. but. its not only a regular glow map. with a thickness map baked in a emissive map its thousand times better than use a iclone regular texture. and i can say now you asking for a impossible thing. you have SSS with realtime interacting with light inside unity? yes you have it.  but only in foward rendering. using foward rendering you dont have ANY NONE NOTHING visual efffect working ok. so if you use a "Real" SSS on unity you dont have a descent AO, you dont have nice blooms , you dont have nothing from post processing stack working ok, and all scripts packages you can buy for unity run in deffered rendering. so yes you can ONLY have "real" SSS without all other screen space effects from unity.  but unity offer a fake SSS like this i do with thickness map at this same way i made. in deffered. so i believe you asking to much for reallusion. Unity cant do it yet. Unreal already do it. glow + thickness map is a amazing trick. its better than a regular fake SSS on unity with the advantege it wil be helped by VXGI transmission. if you dont know how to generate thickines map as emission maps i can share the maps for you to you see the diference between using thickness maps and regular iclone glow maps 
wildstar
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just a correction, unity only can do "real fake SSS" inside foward render, in legacy pipeline. in HD render pipeline this thing for foward and defered dont exists anymore ( for user level, for script level exists ) in hdrp you have a descent fak SSS shader BUT, you lose all other things for visual effects from legacy pipeline, speed trees is one of this things.   HDRP will be usable in 1 year , DXR in 2 inside unity, is sad to say that.
one example: my matrix animation i use a lot of defferted effects ( volumetric lights, high quality ambient occlusion color correction with 64 bits color space. bloom, ) so i just cant use a "real sss skin , " so i use a poor option for deffered rendering, and looks good, this option i "create" for iclone works better than the SSS shader i used on my matrix animation
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5 Years Ago by wildstar
animagic
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wildstar (5/29/2019)
if you ppl want i can share the thickness/glow maps 

I would be interested to learn more.


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