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.
Tuesday, 3 September 2013
SSS ( Subsurface scattering)
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