vidyashakti opened this issue on Dec 17, 2009 ยท 19 posts
pauljs75 posted Wed, 23 December 2009 at 12:38 AM
bwtr: Actually it's the Shader Ops fake fresnel. (Just haven't been rendering in a while, so I didn't get the name 100% right by memory.) But you can get some effect where if you set it up right the glow gets brighter as the angle gets more perpendicular. Which for some things like ears works fairly well. The glow channel can be used as a faking method for kicking up the luminosity where light penetrates the material, which what SSS does in a more properly simulated way. (Of course whether oor not to use it might also depend on the material zones of the model too, since you don't always want that effect in other areas where it'll look weird.) But it takes very little, and in some cases it's handy to nudge values on top of what SSS achieves without the time of higher SSS settings. (The way it works may also be one way of faking some translucency, provided you get the color right. Not that it's necessary in Carrara, but one of those goofy tricks to save on render time.) Just remember it's one of those things that works well but only to the point of pushing too far, and then the glow becomes obvious. This is because you don't want your object pushing much light into the scene, which is another thing glow can do depending on the render settings.
Think of it as another thing to think of in the bag of tricks if you need it, not as something to be used every time.
Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.