Monday, October 3, 2011

Sub Surface Scattering

Joe wants the model to have a more realistic shader with more depth. Similar to the webGL shader pictured below. Jellyfish follow a similar pattern in how they are shaded. Both are created with a subsurface scattering shader; it's built up of multiple layers: the epidermal (skin), subdermal (blood basically), and backscatter (that red glow you get if you hold your hand over a flashlight), are the main physically based components.
The current model was built using Maya's misss_fast_skin, which has options for all of these. I also included a bump and specular map. Despite the fact that it was created using the SSS shader, it lacks the sense of depth that the above images show. 
I tried following this jellyfish shading tutorial.  But it did not provide the desired results.

Bonus: 
I want to add a bonus section to my blog posts. I always end up finding something awesome, but not immediately applicable, as I search for answers. This will allow me to keep track of these links for when they will be helpful.

1 comment:

  1. These are freakishly realistic. I think they'll really help with your project. I wanna see how your shading went. :P

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