Beta Release 17 - Release Notes


#1

Beta Release 17 includes up to Developer Release 5206.

Alternate release title: It Puts the Subsurface Scattering on Its Skin

  • Skin sub-surface lighting! You can now add a skin shader to your avatar skin.
  • Edit model dialog improvements. Dialog now allows selection of collision type and whether or not it should be dynamic.
  • Cleanup domain-server heartbeat code.
  • Fix bug breaking simple-compound shape type
  • Updates to overlay web browser
  • Make whiteboard marker spawning work with ‘far trigger’

Subsurface Scattering Documentation

(This documentation will appear on a wiki in the future. Including it here until that wiki is available.)

What is Subsurface Scattering?

Subsurface Scattering (or SSS) is the diffuse reflection caused by light entering a material, being absorbed, scattered, and eventually exiting the material. It’s critical for surfaces like paper, marble, wax, and realistic skin. It’s noticeable when light passes through a thin translucent object and, more importantly, it causes the diffusion of light within the shallow top layer of skin. For this first implementation of SSS we are exclusively targeting the light diffusion effect.

What is the High Fidelity Material Definition?

The High Fidelity avatar material is defined in two areas: 1. In standard FBX materials like Blinn, Stingray, etc. and 2. In the avatar’s associated FST file. The FST file describes the mapping between SSS values and the FBX material. The SSS definition is composed of a “scattering value” and a “scattering map”. By setting the scattering value and map, you can influence how light scatters on the geometry. The scattering value is a 0-1 number which sets the amount of scatter. The scattering map is gray scale image that masks the areas of scatter. It is based on the geometry’s UV map (similarly to the other textures of the material).

What is the Subsurface Scattering Definition Syntax?

The SSS definition uses a JSON syntax and includes JSON objects with name/value pairs. The JSON entry should include the name of the existing FBX material and its the scattering value.

Example:
materialMap = { “body_mat”: { “scattering”: 1.0 } }

Optionally, you can include scattering map URL.

Example:
materialMap = { “body_mat”: { “scattering”: 1.0, “scatteringMap” : “http://…/skinMap.jpg” } }

How do you Create a Subsurface Scattering Effect?

To create the SSS effect on an avatar, do the following:

  • Create an FBX-based avatar with a supported skin material, e.g. blinn, stingray.
  • Create a scattering map for the subsurface scattering in Photoshop or equivalent.
  • Use Interface to package the avatar and generate the FST.
  • Add a description of the SSS to the FST using the JSON syntax.
  • Link to your avatar’s FST in Interface

#2

I was getting really bad rift performance after I switched to this build updated my nvidia drivers to the newest one and it cured it
old one coulda only been a month old


#3

Nvidia 368.81 ?
… < Because it wants more text.


#4

Yes that one @Richardus.Raymaker
and enough letters to let me post


#5

Good to know, I started to feel werid by having so much lag… I’m downloading the nvidia driver update right now.


#6

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