Graphics Reference
In-Depth Information
13. Save the file. The overall network will be as shown in the following screenshot:
The overall network; note the Vertex Color output intensified by ColorRamp and RGB Curves nodes
How it works...
Compared to the former recipe, in this case, we used information about the Vertex Color,
enhanced by the ColorRamp node, to drive the mixing of the translucency with the other
components of the shader. It's clear that the final result is largely due to vertex painting.
We obtained this result quickly through the Dirty Vertex Color tool, but that could also be
painted by hands (imagine you're painting a mask for a skull under the face skin).
Simulating Subsurface Scattering in Cycles
using the Ray Length output in the Light
Path node
In this recipe, we will create a fake Subsurface Scattering material using the Ray Length
output of the Light Path node.
 
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