Graphics Programs Reference
In-Depth Information
1. Continue with the project from the previous section.
2. In the Render palette, enable the Sss button—if this button is not active, the effect will not appear when
you press the BPR button (see Figure 10-14 ) .
3. Rendering SSS adds to render time, so lower the SDiv slider to 4 so that testing doesn't take as long.
4. From the Material palette, select the Fresnel Overlay material. This material contains two shaders—a
basic shader, similar to what you used for the diffuse and specular shaders, and the Fresnel Overlay, which
creates a gradient of colors used for subsurface colors.
5. In the Material modifiers, make sure the S1 button at the top of the palette is selected—this is the first
shaders slot. Press the little circle so that it turns into a dot (see the left image in Figure 10-15 ). This is a
switch that turns the basic shader off. This shader will not be used—turn it off so you can focus on just
the settings in the S2 slot.
6. Press the S2 button to switch to the Fresnel Overlay shader. Make sure the circle is not a dot so that the
shader is actually on (see right image in Figure 10-15).
The color swatches at the bottom control the colors used in the gradient and the sliders at the top control
the amount of influence of each color. The shader is essentially a way to mix the colors together. The
Fresnel Factor slider controls the strength of the gradient based on the viewing angle of the surface.
Figure 10-14: Turn on the SSS button in the Render palette.
Figure 10-15: In the modifiers for the Fresnel Overlay material, turn the S1 slot off and the S2 slot on, us-
ing the circle icons on the buttons.
 
 
 
 
Search WWH ::




Custom Search