Originally posted by vlado
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Also, two more questions on theory here:
1. Am I correct that the sss part of the VraySkinMtl is made of 3 layers of sss2 added together with differing values for the scatter radius (in OSL the meanFreePath)? Or is there something more complex going on? That is, is the VraySkinMtl just this:
spec
+
spec
+
sss2 (shallow
+
sss2 (med)
+
sss2 (deep)
2. Some other renderers use 3 values for the scatter radius instead of a single float. The idea here I think is to have the red wavelength pass more light though that the blue or green.
One could of course easily multiply the meanFreePath value (which is a color) by another color value. This seems kind of unintuitive to me however. I don't see any advantage of doing this. Is there something more complex/fancy going on with these the approach of these other sss shaders that I'm missing? I'm sort of guessing that since you guys opted to only have a single float for the radius that you are not a fan of the 3 channel approach. So perhaps you could comment on why you opted for the single channel radius approach?
thanks
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