Simulating Subsurface Scattering in Cycles using the Translucent shader

In this recipe, we will create a fake Subsurface Scattering material using the Translucent BSDF shader node as shown in the following screenshot:

Simulating Subsurface Scattering in Cycles using the Translucent shader

The rendered result of the fake SSS of this recipe

As someone suggested, this material could actually be quite good to make candles.

Getting ready

Start Blender and open the 9931OS_07_start.blend file:

  1. Go to the Render window, and in the Sampling subpanel, click on the Method to sample lights and materials button to switch from Path Tracing to Branched Path Tracing. Enable the Square Samples item, and under AA Samples, set the Render value ...

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