Tips for SSS materials
Posted: Sun Jan 14, 2007 8:48 pm
Some general tips for SSS materials:
anything but uniform spectrum type for scattering coefficient spectrum will be heaps slower than uniform. However, the absorption coefficient spectrum can be RGB with no loss of speed tho. So I suggest you give colour to your scattering by messing with the absorption RGB.
Increased the scattering coefficient will result in a greater 'SSS effect', but will slow the rendering speed.
Increasing the absorption coefficient will speed the rendering ( i think),
and make the material look denser as well.
I suggest keeping the absorption coefficient values similar to the scattering coefficient values, *unless* you're going for a milky look, where there is very little absorption.
Using a glossy_transmitter material instead of a specular material on the surface may help in acheiving a more SSS look as well.
The IOR of your SSS medium should be something like 1.5 to be physically plausible.
anything but uniform spectrum type for scattering coefficient spectrum will be heaps slower than uniform. However, the absorption coefficient spectrum can be RGB with no loss of speed tho. So I suggest you give colour to your scattering by messing with the absorption RGB.
Increased the scattering coefficient will result in a greater 'SSS effect', but will slow the rendering speed.
Increasing the absorption coefficient will speed the rendering ( i think),
and make the material look denser as well.
I suggest keeping the absorption coefficient values similar to the scattering coefficient values, *unless* you're going for a milky look, where there is very little absorption.
Using a glossy_transmitter material instead of a specular material on the surface may help in acheiving a more SSS look as well.
The IOR of your SSS medium should be something like 1.5 to be physically plausible.