SSS in omniversePBR shader

Annoying question I know, but is there any sort of rough timeline for when some kind of sub surface scattering might get added to the standard shaders? its the one big thing that feels missing currently…

We have a full SSS path tracer option (full omni standard surface) being tested internally right now and we will have a release date on that soon. Stay tuned.

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Quick note, you will see various previews and examples of this in the upcoming GTC, our OmniSurface shader that includes SSS + other physical properties. Be sure to keep an eye on it.

Great news, thanks

related question - is Create able to support an externally authored MDL shader with SSS components currently or does that also depend on the internals being updated?

Related, I was wondering about translucency and found this GTC talk interesting (which touches on sss among other types of scattering):

https://gtc21.event.nvidia.com/media/Handle+Translucency+with+Real-Time+Ray+Tracing+[S31910]/1_bpol6ys9

(you probably have to be registered for GTC and and logged in to watch it)

Yes you have to register to GTC to watch it. (Its free)

That is related to the real-time work and you will see some preview of the RT SSS that is in development.

I highly recommend to check out the RTX Renderer talk - there maybe a surprise there relating to this topic :)

If you have not scene the RTX Renderer talk, check it out here. May have what you are looking for :) Remember to stay til the end.

https://gtc21.event.nvidia.com/media/1_vmbzx391

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that’s cool! so do I understand correctly that you are aiming for standard material feature parity when viewed in real-time or path-trace context?

And hence, as you have not yet released a fast implementation of sss in the realtime context it does not show up as an option on the standard pbr material. However, if I was not concerned about realtime as much, could I create a custom mdl material that includes sss and it would work in path-trace mode?
A quick test seems to confirm that …

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liked what I saw in the vid :)

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@carsten.kolve , we have few reasons we have not release our standard surface material Omnisurface that includes SSS + other features. It is still in development and we are working out a few bugs. Internally we have been using it for a while though so what we showed for the Digital Human is what it is. Performance, quality …etc everything you see is what it is.

Our eventual goal is, we want to provide a path from RT to PT with the same shader. Scalable solution that has a compatible look as much as possible. We want the user to be able to switch between renderers and it will just work, minus some differences in the nature of RT and PT modes. We like to provide a truly scalable solution.

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Makes a lot of sense, thanks for confirming!

makes sense - my hacked together MDL shader with SSS does NOT work very well at all in RT mode so I get that is probably a thornier issue to solve :)

I’ll be very interested to see how this is implemented in MDL actually - I’m presuming you’ll need ti actually extend the MDL spec here since the current version doesn’t seem to include any BSDFs aimed specifically at SSS? (and the render into an underlying volume approach, currently achievable with the given MDL building blocks seems both expensive and limited in what you can do?)

More previews of what is coming soon.

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