There are some parameters to play with until I get a nice result, and it would work better with an all 3-vert polygon model, with all faces having the same size (or close). But that is a subject for the python forum:P
Is there something else besides a suzanne you chould show us? Or perhaps a render with multiple objects with multiple materials in some sort of environment? Or does this take too long to render? How about one of those typical candle renders? Or something like one of these.
Nice. But to me the images at the bottom of this page look more convincing. Maybe you could join efforts with that guy. It would be great to have robust SSS in Blender.
I’m afraid I have to agree with Usagi (not that I have a problem with agreeing with you personally Usagi hehe). When I first saw your renders I was thinking to myself that it didn’t look like the SSS I was used to seeing so I went looking for the images I posted. I guess it needs some tweaking huh? Contact the developer of the previos SSS python stuff and maybe you can collaborate with him
I only tried so far to find the faces that get the direct lights and how to propagate the lights
How much light I have to propagate? How fast the light intensity decrease? These things I have to fix
All of a sudden, I’ve seen several references to SSS. I’m not familiar with this flavour of alphabet soup. What is SSS? I’ll guess one S is for Shading, one is maybe for Soft (the model has a soft-ish quality to it)?
All of a sudden, I’ve seen several references to SSS. I’m not familiar with this flavour of alphabet soup. What is SSS? I’ll guess one S is for Shading, one is maybe for Soft (the model has a soft-ish quality to it)?
SSS= Sub Surface Scattering or a.k.a Sub Surface Light Transport
It is the phenoma that when light penetrates till a certain depth (or depths) in a object and for a part exiting at the surface of a object, making the objects detail look softer and giving it a glowing appearance. Everything except metals, plastic and such exhibits this property, even stone (especialy marble, jade etc, etc).
But most guys here think that shining a lamp at the back of your hand (making your veins visible) is SSS too. Yes and no, making the veins visible is because light penetrated all the way through your finger (translucency), but even then SSS still take place, thats why other sub skin features looks kind of blurry.
The scripts I see here are more of the translucent kind than it is real SSS
A translucent material has SSS going on, and to have some level of SSS, you need some translucency. The problem is how precise the SubSurface Scattering is, making it like just lik it happens on reality is very dificult, so, what we usually see here at these foruns, are empiric solutions for translucid materials. They’re not supposed to be a 100%precise, physically corret models, at least this is not what I’m trying to do.