BMPS modification for SSS shader

Whilst testing the new SSS shader for cycles - I tried rendering out some materials using the Blender Material Preview Scene.

The lighting setup doesn’t really show off materials that have SSS - so I had a play and tried to come up with a modification to the existing lighting scheme that would show off SSS better, whilst at the same time still being suitable for other materials too.

This is what I have come up with:

The left square light is unchanged. The round light in front has had its intensity reduce from 80 to 10 - and a new square light (a copy of the first one - but a little smaller) has been placed slightly to the right and behind the object (about 50% closer than the first square light) with an intensity of 25.

The first image below is with the new lighting setup - the second one is with the original setup (material is identical - a waxy material consisting of a mix shader with a red SSS node and a slightly rough light pink glossy node and a fresnel input into the factor slot).

Attachments



Here is the same setup with a translucent glass type material (no SSS this time).



Looks really better.
I use my own test scene that has:

  • Three-light setup
  • Laboratory light
  • Sun & sky
  • Night “moon” light
  • Dusk light
  • Several HDR (beach, garage, bridge,…)

And have several meshes: fluid, cloth, sphere, box, glass with liquid, crystal lens, buddha statue,…

the translucent glass looks good,is it a mix of tranlucent and rough glass shaders?