Showing posts with label subsurface scattering. Show all posts
Showing posts with label subsurface scattering. Show all posts

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.