Its so damn cool to see, how you guys are are trying to approach the perfect SSS feel in Zbrush. As i started thinking about doing an SSS Setup, i was unsure about the way, vray handles SSS, because it is based upon blurred refractions, internal fog and the IOR of the material. Im not sure, if this is the correct physical way of simulatiing a real light distribution under a surface, because i don
t own the brain, which is really needed to understand the complex theorie behind this special surface effect. My intrest resultet out of a little anciety of SSS, because the whole CG Community is talking about that for a couple of years, and i, for myself, wasnt able to get the plot in depth. So, i always was a little afraid of that phenomenon. The ways, the postet materials are working have one thing in common. They are all workarounding that "voodoo"-CG SSS Thing. I do like Jantims approach, because it does not need so much post work, as the approach TVEyes uses for his final result. At the end, you could render the image with any kind of linear material and do the whole SSS Effects in PS by painting. But respect and thx for the work you invested in this version. It
s a cool result, man !
I had a hard day animating, and i am quite tired now (had some drinks, tooā¦
)
Have fun !
Thx a lot !
Regards,
Thomaskl