Sonix: sorry, hadn’t time yesterday evening to make bigger renders and to put them online. But I have better for you (see below): the blend files themselves (nothing secret in my experimentations - all feedback are needed)
The ‘basic’ method I use is as following:
-put the SSS’ed object in a layer
-set the Translucency to the max
-set one or many lamps INSIDE the mesh with a mix of high-low Energy and Distance regular lamps (red colored in the area of ears, white in the plain areas of the body to be SSS’ed) and affecting only the layer (in fact, the Layer stuff is not mandatory, but a cleaner way to go and to experiment).
AO and Ramps (with one end of the spectrum set as Alpha) added further basic experimentations help achieve good results.
As I won’t probably be back to my computer before late this evening, here are the blendfiles that are available, so that Sonix could render himself bigger renders (sorry pal!)
These one have been made with 2.33a so no Ramps yet within, only AO. You’ll have to set them by yourselves (you’re one click away, anyway).
The ‘advanced’ method I’m currently on (no rendering available because still on my computer at home, stil needing refinements):
-copy the object to be SSS’ed, scale it down by 10% or so and Decimate it a bit (you can go heavy on decimating)
-set a low Dist value lamp with very low Energy value (in fact Energy = 1.000 / nb of vertice)
-parent the lamp to the decimated object and turni Dupli ‘on’ in order to get as much lamp than vertice
The result is a very low energy SSS effect. You still can add ‘red’ lamps in some areas (ears when backlight shining trough wanted, or the cheeks area for red color getting through) for fine results.
SSS effect is controlled by varying both Energy and Distance values
I’ll put online the blend file of the current experiment as soon as I can (tonight? %| )
The next step is to UV-map on Suzanne’s head (using LSCM of course I alread the map available, just have to paint on it) a translucy map: nose and ears areas will be set to close to white values, while other areas to quite dark values. In this case, lamps dupliverted could be all red. I still have to experiment with this, though…
In fact, I try to fake SSS using the very same technique to fake GI with dupliverted spots. I think the results are not physically accurate, but visually believable and appealing. Ramp shaders enhance more the results
This is the point to my experimentations, which will become useless once the SSS python script will be made available. But it’s interesting to work on anyway
Note: As I made the blend files available, if you experiment on the same topic, I’ll appreciate that you use thoroughly the same scenes, provide your own blends, and of course stay within this thread, so that I could check results, compare, and make my own progresses without roaming through multiple threads
Thank you for your interest in this thread!