Book Image

Blender Cycles: Materials and Textures Cookbook, Third Edition

By : Enrico Valenza
Book Image

Blender Cycles: Materials and Textures Cookbook, Third Edition

By: Enrico Valenza

Overview of this book

Table of Contents (17 chapters)
Blender Cycles: Materials and Textures Cookbook Third Edition
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Index

Introduction


Subsurface Scattering is the effect of light not getting directly reflected by a surface but penetrating it and bouncing internally before getting absorbed or leaving the surface at a nearby point. In short, light is scattered.

The RGB channels of a surface color can have different scattering values, depending on the material; for example, for human skin the red component is more scattered (as a rough approximation, you could say that the values for the three channels are blue = 1, green = 2, and red = 4).

In Cycles, a true Subsurface Scattering node has been introduced in Blender 2.67. Since Version 2.72, it also works with the GPU (only in the Experimental feature set).

But sadly, it still has the common big Cycles problem—it takes a lot of samples to produce a noise-free rendering. In short, it's slow.

Besides the true node, there are other ways to simulate Subsurface Scattering in Cycles. All the recipes in this chapter faking the SSS effect use the Translucent shader node to...