Closed straaljager closed 4 years ago
The BRDF model used here is from this paper:
A paragraph from it reads: "Our subsurface parameter blends between the base diffuse shape and one inspired by the HanrahanKrueger subsurface BRDF. This is useful for giving a subsurface appearance on distant objects and on objects where the average scattering path length is small; it’s not, however, a substitute for doing full subsurface transport as it won’t bleed light into the shadows or through the surface"
The one Blender Cycles and PBRT v3 use is a newer model with path traced subsurface scattering, which is probably why you do not see the same results when you compare it with Cycles: https://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf
Thanks for the clarification. In that case I will try to implement the Cycles SSS shader myself.
Cheers!
You can have a look at Tinsel (https://github.com/mmacklin/tinsel) for some implementation details on the Principled shader.
The SSS in the Tinsel screenshot looks more realistic indeed, Will have a look, thanks.
Hi,
I tried the SSS material provided by the Disney BRDF in this path tracer, but I couldn't achieve the nice translucency effect of subsurface scattering.
Below is a description of the SSS material
material sss { color 0.79 0.8 0.04 roughness 0.17 specular 0.5 subsurface 1.0 clearcoat 1.0 clearcoatGloss 0.93 }
For comparison, the same scene in Blender:
Any tips on how to achieve this effect?