Is this for vegetation as well or just skin? There are lots of (vanilla) issues with vegetation SSS so Boris if you could do your SSS on vegetation as well, and let me turn off vanilla vegetation SSS (set everything in [VEGETATION] to zero) that would be excellent!
Unreal Warfare
SSS will not depends from time of the day, it's part of ambient+direct+point lighting which already under control. Parameters under [OBJECT] are with time of the day separation only because vanilla sss work by strange rules.
CorvoAttano77
Vegetation not affected, it's harder to modify without huge loss of performance when in field with dense grass.
I wanted to use different defaults for sss parameters, but when did screenshots forgot to restore data, so it may not look good. If remember, they are tweaked for ColorPow=1.3, high values of this (it's gamma restoration to linear space) reduce effect as diffuse texture is darker. Also my values under [environment] are low, near to 1, so real hdr ranges may require higher values of sss.
Gonna test effect with various hairs and inside transparent objects, may be some will have artifacts as i'm applying sss at the end of rendering.
Forgot to say, as always.
Does anyone interested to modify models to make their sss visible? Like candles.
Another thing, which body mods have good sss texture (pinki-peachy in vanilla game), not brown square, not black, not green? May be i can use such to declare standart of such textures linked to parameters, for example intensity from color is subdermal intensity and color itself is subdermal color saturated, alpha is something else, thickness or epidermal intencity, don't know. And not sure if sss textures will be used for effect, because face mods for certain body also must be updated, users can't install 100 mods and then check out each one if author fixed sss map. For me sss is very noticable, so buggy bodyparts looks like from zombie. Btw, if sss texture will be used, performance will be lower, as i need to rasterise one more texture for deffer and then to use it, additional performance loss similar to bloom performance costs.
I think that skin looks better generally with the SSS feature. It's more apparent in game than in screenshots. My Ningheim char looks more vibrant and "realistic". Vilja DOES look more pinkish than normally, but even so she looks more vibrant as well. I'll experiment with some custom textures on her and my char.
ENBSeries wrote:Another thing, which body mods have good sss texture (pinki-peachy in vanilla game), not brown square, not black, not green?
Seen a lot diff ones (almost every mod is different), not sure what qualify as a good sss texture :? Most are maps that have red/brown spots with brown and black background, while others are solid colors :>
Would making them pinki-peachy solid color work? Most will be able to make them I guess :>
Making a kinda "sss map" that goes from pinki "background" to peachy "zones/spots" is also possible I guess, but best I can do is to duplicate the red "zones" used by skyrim :>
Maybe would work until body mod author´s or someone else makes "high detail" ones ? ^^
Edit:
Being able to have sss more visible would be nice feature ^^
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Yersinia79 wrote:Edit:
Being able to have sss more visible would be nice feature ^^
I think that the effects aren't something that should be "visible" as in something that you notice. Personally, I try to get the effects to be there, but nicely blended to give a softer look that you would only really notice was there if you toggled the effect on and off. Something like once seen, can't be unseen when toggled off. Like SSAO, Skylighting, and image based lighting. Something where you know it's there, but it isn't over-used to be obvious.
DaemonWhite
Was thinking about the candle SSS effect Boris mentioned, current is great ^^
Edit: Boris
Should the sk textures be just as dark as vanilla ones? Would help when choosing colors ^^
There is a lot colors twists :>
light red/pink: ffcccc
light "slight less" red/"more" pink: ffccd3
light mid color: ffd3cc
light peachy: ffdccc
light peachy2: ffdfcc
medium pink: ffcbd1
medium pink/peachy: ffd4cb
medium peachy: ffdacb
dark pink: ffa1c0
dark peachy: ffc4a1
Last edited by Yersinia79 on 16 Sep 2013, 03:47, edited 3 times in total.
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No bugs here. It looks amazing, I went from 0.15x to this and I am blown away. Great job boris!
I was wondering as a last request from me, is there anything you can do about the hair? It's common diffuse lighting stands out on a beautifully lit body. I know some good combinations of lighting models that make hair look good, like a Minnaert diffuse term with an Ashikhmin-Shirley specular term; and again, I don't know what you can do with skyrim, just trying to make some suggestions as a fellow graphics programmer.
0.218 SSS finally removed the redish color from UNP, and the UNP color now looked very closed to CBBE. 0.218 looks great.
[OBJECT]
SubSurfaceScatteringMultiplierSunrise=0.0
SubSurfaceScatteringMultiplierDay=0.0
SubSurfaceScatteringMultiplierSunset=0.0
SubSurfaceScatteringMultiplierNight=0.0
SubSurfaceScatteringMultiplierInteriorDay=0.0
SubSurfaceScatteringMultiplierInteriorNight=0.0
SubSurfaceScatteringPowerDay=2.5
SubSurfaceScatteringPowerNight=2.5
SubSurfaceScatteringPowerInteriorDay=2.5
SubSurfaceScatteringPowerInteriorNight=2.5
SubSurfaceScatteringPowerSunrise=1.0
SubSurfaceScatteringPowerSunset=1.0