20fps on what's probably a top-end comp for one object, i think it'll be a while till we see that tech in games
edit: to clarify, I mean that particular tech, im sure there are fake sss shaders all over the place
isn't it done like renderman using a point cloud to fake density and archive the depth effect?, I've read about it somewhere and other programmers trying to let it run at realtime.
Ow, I think no, for 20fps like rooster said, it´s not something optimized for games right now, and I´m sure there´s a lot of possible features for faking these type of effect, with a gradient map you can fake a SSS also, there´s some fake translucent shaders around too.
I've seen very convincing spherical harmonics solutions to bake perVertex coefficients storing the light transfer of subsurface scattering. It runs without any problem on any recent gpu and could probably be used in modern games.
Anyone that has the directX SDK installed can check it on the demos (even with dx9).
Illuminated labs' Turtle can (probably) do that kind of computation with custom lua scripting. We could even bake it perPixel, but it would require HDR textures and would be a bit too expensive for vram.
The question is : does it worth it
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edit: to clarify, I mean that particular tech, im sure there are fake sss shaders all over the place
[ame]http://www.youtube.com/watch?v=anoH3JQJGlA&feature=related[/ame]
Anyone that has the directX SDK installed can check it on the demos (even with dx9).
Illuminated labs' Turtle can (probably) do that kind of computation with custom lua scripting. We could even bake it perPixel, but it would require HDR textures and would be a bit too expensive for vram.
The question is : does it worth it