Graphics Reference
In-Depth Information
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 achieve this
effect, and shifting of colors is simulated by giving a main color to the translucent component.
Keep in mind that even if the scattering effect in the true SSS node could be basically
considered a sort of translucency effect, these tricks are not comparable to the real Subsurface
Scattering effect. They are just ways to give the impression that light is being scattered through
a material surface.
Also, depending on the recipe, you'll see that the effects of Subsurface Scattering can be
quite different, and the more suitable method should be used according to the type of
material you are going to create. The differences in these recipes are basically in the way
translucency mixing is driven by different types of input.
Using the Subsurface Scattering shader
node
Let's first see how the true Subsurface Scattering node works in Cycles, and an example is
given in the following screenshot:
The Cycles SSS node
Getting ready
To see how the true Subsurface Scattering node works, let's first use it as the only
component of the shader, and later mix it with a basic diffuse-glossy shader.
Let's start by setting the Plane under Suzanne as a light emitter to enhance the backlight
effect of the SSS effect:
1.
Start Blender and open the 9931OS_07_start.blend file, where there is an
unwrapped Suzanne mesh leaning on a Plane, with two mesh-light emitters and
the Camera as shown in the following screenshot:
 
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