To put it simply, think of subsurface scattering as the way light shines through the skin. The first step is understanding what type of skin you are starting with, and that really boils down to SSS (subsurface scattering). Monochromatic vs Chromatic Iray Uber Skin For comparison, here is an example with Vicky 8.1 with my Iray Uber settings. If folks enjoy this article, I will do a write-up of my tweaks translated to Spectral Rendering at a later date. For the purposes of this article, due to length, I will be sticking with basic rendering. Like I said, I’ve noticed that Spectral rendering works better with some skins than others. Is it really worth it? That’s up to you to decide. It also can add exponentially to your render times, even with the same exact lighting. Well, they will…but they require different SSS settings to not look like muddy, green, flat…blech. The tweaks I will be going over won’t work with Spectral Rendering. The downside is that it has a particular tendency to make skin out of the box look like muddy, green, flat…blech. It is supposed to be more actuate in terms of how it bounces light around the objects in the scene, some scenes more than others. It depends on the scene and the skin I’m working with. A lot of folks don’t know what it is and a lot of folks don’t use it. One other item of note is Spectral Rendering.
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