Subsurface scattering


I’m learning how to use the new physically based material settings in the v7 WIP.
Here trying out subsurface scattering to try and make a more life-like skin material.
The mesh comes from a scan by MPII from the Aim@Shape repository.
Thanks to @nathanletwory for the tips on how to set this up.

Not using any textures here, just these settings for the material, with a strong directional backlight and a dimmer rectangular source from the side

…and another trying it out with some emissive materials as the light source

48 Likes

Amazing!!

1 Like

Lovely, but it needs bones.

7 Likes

bones are overrated
wibblyhand

23 Likes

would love to see a human face render with this

Like this?

Used pretty much the same scene as the hand test render, but with the head imported and the material assigned. I didn’t tweak anything else.

4 Likes

looks so good especially that red bleed around ear and nose

2 Likes

Looks great, but 85 cycles in 4 minutes seems slow, is that because it is so calculation heavy?

No, it is because craptastic Macbook Pro with dual-core i5 and Intel GPU

3 Likes

I see, did a quick test and it’s snappy as every thing else.
image