Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node
In this recipe, we will create a fake Subsurface Scattering material using the Ray Length output of the Light Path node.
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 to
8. Finally, click on the Pattern button to select the Correlated Multi-Jitter ...