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Crysis 2 SSS Textures

  • Bunglo
  • February 18, 2012 at 10:24 PM
  • Bunglo
    • February 18, 2012 at 10:24 PM
    • #1

    Are any of you Crytekers aware of the process the vegetation artists on Crysis 2 used to create the sub-surface scattering textures for trees in game? I tried generating a volume map in a similar vein that Ryan mentions over at polycount but I'm not getting similar results... Most likely something on my end.

    http://www.polycount.com/forum/showthread.php?t=94210

  • insta
    • February 20, 2012 at 2:41 PM
    • #2

    Which takes precedence, mapcorians or crytekers?

  • BJA
    • February 20, 2012 at 4:26 PM
    • #3
    Quote

    Are any of you Crytekers aware of the process the vegetation artists on Crysis 2 used to create the sub-surface scattering textures for trees in game?

    Not sure if this will help, but here's a short explanation from our vegetation guy:

    It's a mix out of various textures. Sometimes a simple different diffuse texture (with painted black/white for sss). An overdraw map, which is there when you have multiple leaves that overlap. The RGB was the actual SSS texture, while the alpha was used for the spec.

  • Bunglo
    • February 21, 2012 at 3:18 AM
    • #4
    Quote from insta

    Which takes precedence, mapcorians or crytekers?

    Quote

    An overdraw map, which is there when you have multiple leaves that overlap

    I know what overdraw is in the sense of a pixel being rendered more than once but I've never heard of an overdraw map. Though the painted diffuse part certainty clears up one of my questions. Any thoughts on what an overdraw map is referring to MAPcorians

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