Subsurface Scattering In Blender


https://i.ytimg.com/vi/48Ag0zLL9zA/hqdefault.jpg



+ Light penetrates the surface of an object
+ Scattered in the material
+ Some light leaves the surface at a different point.
+ The more distance the light travels before exiting, the more it will be absorbed
+ Thicker areas will absorb more than thinner ones.
+ Most shaders we have used so far are direct surface scattering

Resource LINKS…
+ Lecture DISCUSSIONS Forum: https://community.gamedev.tv/tags/c/blender/s08-the-human-head/cbc_s08_subsurface_scattering
+ Lecture Project Changes: https://github.com/CompleteBlenderCreator/08.Human.Bust/commit/2405e14e2076baced6bb1c4d42dbffb1aa692a02

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9 responses to “Subsurface Scattering In Blender”

  1. This is easily the best sub surface scattering tutorial I've seen, not necessarily because it was great (although it was marvelous and explained things well) but because the others are not that great.

    Thanks for taking the time to explain the basics.

  2. you're using using multiple subsurface scattering nodes but they overlap each other, right? it's not like the 'deep' layer is confined to the deep parts of the image, it's also present in the top layer.

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