

So I've just finished UV mapping my Gnome tonight. I just spent the last 30 minutes playing with the Sub-Surface Scattering effect on the Gnomes head (basically allows light to pass through things like ears as it would in real life). Here is a sample of the SSS on the Gnome. You can see the ear glowing from the backlight. It's a fun effect but I think after tonight and seeing the large render times...I will probably refrain from using this shader on the Gnome...if I do use it, it would only be for select shots...of which I have one or two in mind. Anyway, just thought I'd share the current status of this character.
-John
*ADDED 8/2/07
Per request, I've added the basic version the gnomes head. I just applied a lambert shader to the mesh with the exact same light setup and shot. As you can see it is very dark and the ear has nearly disappeared. SSS fakes light entering the skin and bouncing around. Where as a lambert shader has no property like that whatsoever.

4 comments:
John,
Would love to see a render with out the SSS to compare the difference the effect contributes. Maybe you could write a tut about what exactly you did?
Chuck
Hey John,
Was nice seeing ya at the con.
Some real beautiful work going on over here. Looking forward to seeing the final product. I second Chuck's notion about writing a tutorial but no pressure. =)
Maha
Hey dude this looks pretty sweet. I like the effect on the ear. I'm excited to see how you'll use it. Anyways, I'm just dropping you a quick line, don't have much time while the family is here in town, but I'll talk to you after they leave. Good luck with the rest of Mr. Gnomers.
-matt
Thanks everyone for the comments. Always appreciated. I'll definately think about putting a tut together...although if your curious to see it right now...it's a tutorial that I came across on the Gnomon website...called SSS Skin Shader Tutorial.
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