Tuesday, 3 September 2013

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SSS ( Subsurface scattering)

In the Subsurface Scattering session, Learn to render realistic shading of character. In this session, Shavikant walks you through his process, providing the viewer with a greater understanding of how to realistic sss shading, maps & passes for production. Subsurface scattering is light passing through and diffusing within a thin translucent material. Human skin is an example of such a material as it is made up of many thin translucent layers. A Subsurface Scattering material is ideal for re-creating skin in 3D computer graphics and is why the Mantal Ray Subsurface Scattering  Fast Skin shader was specifically created. Subsurface scattering (or SSS) is a mechanism of light transport in which light penetrates the surface of a translucent object, is scattered by interacting with the material, and exits the surface at a different point. The light will generally penetrate the surface and be reflected a number of times at irregular angles inside the material, before passing back out of the material at an angle other than the angle it would have if it had been reflected directly off the surface. Subsurface scattering is important in 3D computer graphics, being necessary for the realistic rendering of materials such as marble, skin, and milk.

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