Sub-surface scattering, also known as SSS, is a mechanism in which light penetrates the surface of a semi-translucent object, is scattered by interacting with the material, and exits the surface at a different point. The light will generally penetrate the surface and be reflected a number of times at irregular angles inside the material, before passing back out of the material at an angle other than the angle it would reflect at had it reflected directly off the surface. Subsurface scattering is important in 3d for giving the ability to render skin, marble, milk, and jade. Have you ever noticed when you put your hand up to a light that it turns reddish? Yep, that's SSS.
This exercise was all about creating realistic skin texture as well as playing around the idea to give objects more depth and realism through a more fleshy appearance. Some people talk and work with this technique frequently and are fantastic with it. Check out this thread to see some great SSS models in the process.
At the moment, I am trying to work more with this technique with my villi for my final 3d assignment of the semester. This will take a lot of tweaking. Wish me luck!
SSS Exercise, Lindsey Pionek, 3D Studio Max 2009.
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