Graphics Reference
In-Depth Information
Repeat until you hit an amount that
looks good. Figure 7.43 shows the
character with too much SSS. The
light source, which is on the left of
the shot like the previous figure, is
diffuse and scattered throughout the
entire model, essentially destroying
any shading. The right amount will
be when it looks better than render-
ing with no SSS, but isn't obvious.
For the sample character, the scale
value is very small: 0.003.
Color: The color field determines how
heavily the color portion of the SSS
result affects the final render. If you
find that the color of the render
with SSS is wildly different than
what you are expecting, reduce this
value. Thinking about the way that
skin works, though, a lot of the
color we perceive comes from the
natural SSS. Skin that is removed
from its form (yuck) is yellowish and pale. For a better
effect, you can edit your color texture map, reducing
its saturation and pushing toward a pale yellow. Then,
you let the Color value add the live flesh look back to
it during the SSS process.
Texture: SSS in real life tends to soften any spotting and
texturing on a surface. This controls the amount of
blurring that is applied to any textures. If I use this
feature at all, I keep it to a minimum (0.100) as I prefer
to control the influence of textures directly within the
Influence panel.
Figure 7.41   Not  too  bad,  but  something  is  clearly  lacking.
Figure 7.42   The  Subsurface  Scattering  material 
properties.
Finally, Figure 7.44 shows the head with all three image
maps, subsurface scattering, and a couple of handy eyeballs. Obviously, we're going to have to do some-
thing about that hair.
Hair Materials
Blender's hair and fur system uses a special set of material properties called Strand . You still need to set
both Diffuse and Specular properties. In my own tests, I've found that the Lambert shader works well for
Search WWH ::




Custom Search