Forum: Blender


Subject: SSS in Cycles

FigureSculptor opened this issue on Apr 28, 2013 · 5 posts


FigureSculptor posted Mon, 29 April 2013 at 7:41 AM

Quote - This sounds similar to the "burnt-in specular" problem encountered in Poser when you want the shader to do the specular, but the image already has specular highlights due to how the photograph was taken: no criticism of technique, it's just a limitation of the approach, I guess. I really think this is where non-photographic-origin skin textures are finally going to come into their own.

Yep. Photographs don't just capture diffuse information, and with traditional renderers, that was mostly a good thing. Use photographs makes texturing considerably faster.

Quote - BTW, that SSS shader node (as seen in the examples) isn't as easy to implement like it is in Poser... the node tree is quite extensive. Not for the faint-of-heart. :blink:

Yeah, most of the approaches to SSS skin I've seen since the shader came out are pretty complex and extensive. I suspect that part of this is from trying to make a relatively versatrile shader that works for many models.  You can actually get some pretty nice results just mixing the SSS node into an existing material, either substituting it for the diffuse, or mixing it at some percentage. It won't be as realistic, and will likely require some cheating or tweaking for some situations (strong backlighting, e.g.), but the results can be quite nice. If you're not looking for photorealistic, you can also avoid a lot of that complexity.

Quote - ETA: in other words, I haven't got it nailed down yet, myself. :biggrin:

I'd be impressed with anybody who had it nailed down already, given it's not even in general release yet. Hell, the people who have created the skin shaders based on the SSS node HAVE impressed me, but that doesn't mean we're done figuring out how to use this new feature. :)

Yes, particle hair is also awesome, albeit a little tricky to use, especially for long hair.