Pretty cool :D.
Me being stupid I forgot to turn the ramp shader on, I.e the colour band button. So whether I was getting a true fake SSS effect I don’t know.
Here’s a bit of of experimentation with the ray trans button turned on with ior set to 1.5 and fresnel set at 1.
I’m determined to finish my first [ever] model today! Will post when I’m done.
I won’t qualify this as SSS. SSS is not about transparency like the silhouette getting brighter in a glassy material. SSS is more about the smooth spreading of light throughout the material.
In this we have forward scattering which is equivalent to blurring the texture (of course taking into consideration Fresnell and albedo) and backward scattering which is kinda equivalent to transparency, but in this case the SSS illumination travels also on the surface of the material in contrast to solely transversing rays through the material in the case of transparency.
I think that with the new defocus node, one can think of a method to fake forward scattering because it accepts an arbetrary Z-buffer map as input… so one can tell the renderer to blur the texture more at the soft tissue parts of the face and less at the bony parts of the face.
That is true, I don’t think it’s sss.
Trouble is I downloaded the default dedalo file. Clicked render and I didn’t really get a sss effect. So I started playing with the other settings, not really knowing what I should be doing.
And when you go to the site it is very well explained. I just shows you what the node setup is. Which is unhelpful because nodes are hard to understand.
Does anyone have a step by step guide, without using nodes?
My take from a while ago, using the same dedalo file as a starting point:
But it needs more layers… this is just one part of sss.
It’s not the nodes you have to understand, it’s the light setup you have to understand. The magic is all inside the shadows… (and its settings)
There’s also a great video tutorial available on the topic of “Fake Subsurface Scattering” at this site.