There is a problem when using the sss in raytrace, when you have crossing or intersecting geometry, it does like on the image.. so let’s say the eyes where they meet the skin it make the same weird line.. so I cannot use this mode on a full character..
And there is no prepass rate (since it’s raytrace) maybe you can find a workaround to correct this problem?
This result with Raytraced multiple scattering is somehow expected in my oppinion.
Since it is object based, the scattering is calculated according to the object surface, it is the same for Object based illumination map mode. The Prepass based illumination uses method similar to the Irradiance map prepasses for its calculations and it is only computed for the portions of objects that are visible to the camera.
Maybe Vlado can add some more information for this case.
ok, if it’s normal, it’s then an important limitation, since the only way to get believable eyes is to use the same prepass rate for the eye, lacrymal gland and the face so they all blend well togheter. In reality you don’t have this effect ( the one of the raytrace) so it’s why I’m thinking that he should come up with a fake solution or something so we can get it work on multiple object, otherwise it’s only good for object single object, kinda limited I found.
Also, any news about that skin mtl 2 ? Like we discussed having the sss component not affecting the overall color of the texture, having a first refractive glossy layer so we can see the fur going throw the skin etc etc ? you should also check the Alshader of Arnold renderer, look’s pretty good.