Arnold SSS

I came across this video showing a new type of sss shader for Arnold called “random walk”

Is this a different way of any of the Vray sss shaders? - Or is this algorithm already implemented in vray?
For me it looks more like the way vraymtl sss shader works when you also use volume fog in the material..

-Tom

This algorithm is already implemented in V-Ray in the form of the VRayScatterVolume material. You can use it as a base material inside a blend material, with the first coat being a refractive material that can see inside the surface. This will be optimized for V-Ray Next. See here for more information:

Best regards,
Vlado

Ok, thanks. Better take another look at this then..

-Tom

Curious if its easy to texture map the random walk model? I had multiple issues using vray scatter so I’m curious to see what the arnold implementation is.

I think the documentation lacks some details. Especially that parameters of the coating material seem to directly control the SSS Material. Like the refraction glossiness for example. I wonder if in the future this SSS feature could be directly integrated into a Vray Material instead of going through a Blend Material ?