"Le Transi De Rene De Chalon" SubSurfaceScattering

I did a quick test of Rhino 8’s SubSurface scattering abilities in the Physically Based Materials and it adds nice, tactile qualities at low cost.

The model was downloaded a long time ago from a source I no longer remember.
But I think it was here: Le Transi de Rene de Chalon - Three D Scans

Some nerdy info:

I added a single, rectangular light and a gray backdrop.

Here is the material settings:

And here with more transparency:

I would love to see less banding in the viewport @nathanletwory (I know this is not up to you, but I hope you have the leverage to pull some strings for v9)

And here is the material with SubSurfaceScattering removed for comparison:

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It is always great to see this form of quality work without extra plugins!
Great job Mr. Holo

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Hi @nathanletwory
SSS is always fun, and really adds a lot to the realism of plastic materials. Looking at @Holo’s cool renderings made me remember something that I’ve been meaning to ask: Why does the amount of SSS on a PBR material so greatly affect the self-luminance of the OpenGL preview? With a SSS amount of just 0.2 the OpenGL preview is completely self-illuminated, but the actual effect when rendered is minimal.
SSS Amount 0.00


SSS Amount 0.20

So this rendering:


Looks like this in preview:

Can this somehow be tuned up?
TIA, Jakob

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That should be a question for @DavidEranen

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@Normand,

The SSS effect in the OpenGL preview is not very good, as you might have noticed, and we need to take another look at it and try to improve it.

Having said that, it could be that the Scattering Radius is set to “too” high of a value. For example, the default value was set to 5.0 for me and the brightness looked reasonable with SSS at 0.2. But of course, if large values of Scattering Radius are needed to make it look good in Raytraced, then it doesn’t make sense to decrease it.

Again, hoping we can improve the look of this effect in the future.

-David

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