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:
As someone suggested, this material could actually be quite good to make candles.
Start Blender and open the
- 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 ...