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..
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:
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 ?