Thanks for the reply. I think the problem i am having is making the white more white, without changing the lighting. Also if u look at the reflection the “specular highlights”? They seem small and i think this makes it look more shiny/clean. Don’t know how to get that look. Testing the IOR and reflection depth now.
Eve’s geometry is double geometry. There is that outside sss plastic and
then same geometry pushed in to be inside geometry. I think that one
doesn’t have sss at all.
The distance between cover and base mesh is about 2-3 cm or something
like that.
For the highlights to show up it’s important have a good hdri or a well stacked scene.
I’ve tested it with commercial HDRI’s and the SSS became more obvious.
I am not sure, i don’t think it was done like that. Sounds like a mission, extra work if u think about the rigging and animation..
I saw the movie recently and it blow me away, i cant get over that shader
E
Last year in Nordic TD Forum, Danielle Feinberg from Pixar
was talking of lighting, shading and rendering in Wall-E.
She told how they made Eve shader too and how they
used double geometry to get that look.
Like having skin and bone, but this time translucent plastic and base material.
I just watched wall-e with my 4 year old son yesterday and as I was watching it there are a few scenes where you can clearly see the double geometry (if you are looking for it). When EVE is close to the camera yo can see a clear layer getting reflections, highlights, etc and then just below it a white layer with what looks like sss. I don’t see this in the shots you posted so it must be others. If I remember correct it’s some of the ones that focus in on her eyes.