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Table Of Contents
|Advanced Optimization Settings|
Allows you to override all Sub-Surface Scattering effects in your scene from the following options:
- None - No override, use the sub-surface scattering mode specified at the material level for each shader.
- Ray-Traced - Override all materials to use Ray-Traced sub-surface scattering.
- Point-Based - Override all materials to use Point-Based sub-surface scattering.
You can use either point-based or ray-traced multiple sub-surface scattering in Redshift and both have their own advantages and disadvantages. In quite a few cases the techniques should look similar to each other but there are situations where the differences will be readily apparent, this is primarily due to the normalization of light that occurs when using point-based mode. Ray-traced mode does not normalize the light which can lead to differences that are most notable on thin objects or objects with more surface detail.
Please note that due to the differences in the two modes the final result can differ when comparing progressive ray-traced SSS to bucket rendered point-based SSS. A comparison of the pros and cons for each SSS type is provided below:
- More detailed and accurate
- Works in Progressive Mode
- Ability to isolate SSS effect between objects
- Slower and noisier
- More samples needed for clean results
- Much faster and smoother
- Less detailed and accurate
- Does not work in Progressive Mode
- Requires a "prepass" stage
- Higher chance of flickering in difficult lighting situations
- Not possible to isolate SSS effect between objects which can result in unnecessary "light bleeding" artifacts.
Render Time: 13s
Point-Based SSS with Progressive Rendering
If your scene is setup to use point-based SSS shaders and you render in progressive mode it will automatically use ray-traced SSS during progressive renders.
This is done so you can actually preview the SSS effect in progressive mode (and not just the diffuse texture) and tweak settings interactively - Point-Based SSS will still be used for the final rendering when set to the Bucket render mode.
Ray Tracing Acceleration
|Ray Tracing Acceleration|