So I’m making a character that has some furry tips that affects the silhouette, since it’s only major shapes I made it with a separated mesh and then tweaked the normals to match the base body, that way it looks like the fur is coming out of the mesh (sample):
It works really well and I recommend this workflow for this kind of task, especially for stills. The problem is that it doesn’t work well with SSS on Cycles, it seems like separated meshes makes an occlusion shadow when close of each other, while this same thing doesn’t happen when the objects are joined (sample). Since I’m trying to keep the model low poly (the screenshots are without optimal display), I’d have to apply all modifiers and then join the meshes, so that I could keep the custom normals from the furry part.
Example of the dark spot on the SSS material
In the left the meshes are separated, in the right they’re joined.
My knowledge of geometry nodes is almost null, but I think that I could use geo nodes to automate this process of “applying modifiers>joining meshes” while keeping the original objects low.
NOTE: I tried using a simple join mesh node, but it loses the custom normals, so it’s not that simple.
Of course, if there’s any other solution, maybe in the shader itself, it would be amazing.
Thanks in advance!