I dont understand comments about clickbait, I think the actual title is very accurate, Okay, now there is other limitations in realism, but Subsurface Scatering is truly the magic ingredient that has enabled a huge breakthrough in realism. There is clearly a before and an after because it solved huge limitations I have seen worst clickbait than that
personally i use rim lighting over SSS … simply due to SSS can be a massive performance hog, especially in realtime rendering situations or with lots of motion.
i feel like theres no tangible benefit to doing none screen space SSS lights normally still cast from off screenspace ? but logistically is the only thing that would majorly change the look
Metals are not dielectric, all dielectric materials is sub surface scattered, and more corect - they have a reflectve surface as metal but also have volume scattering inside. in real life sub surface scattering is in fact volume scattering under transparent reflective surface, like foggy glass. metals is so strong by theirs electron properties so they dont allow to pass light inside and reflective only. Most diffuse shaders is actually computed more as very rough metal.
oh shit realism is solved forever, pack it up boys, it was a good run
lmao. the clickbait title is annoying af
**tearfully packs up terminator prototype**
now every skin looks like wax
Some artists overdo it unfortunately
Imo that also looks good. Not photoreal obviously, but it looks warm and welcomeing like a candle. I can see use cases for that.
I dont understand comments about clickbait, I think the actual title is very accurate,
Okay, now there is other limitations in realism, but Subsurface Scatering is truly the magic ingredient that has enabled a huge breakthrough in realism. There is clearly a before and an after because it solved huge limitations
I have seen worst clickbait than that
You have very solid CG knowledge, and so good at make these. But the clickbait title is too much
personally i use rim lighting over SSS … simply due to SSS can be a massive performance hog, especially in realtime rendering situations or with lots of motion.
Bro plz make a video on Terra-node (terrains node)
Full tutorial plz.
i feel like theres no tangible benefit to doing none screen space SSS lights normally still cast from off screenspace ? but logistically is the only thing that would majorly change the look
what about deformation??????
Really intersting topic! One question: does, in real life, subsurface scattering apply to all material, like wood or iron?
yeah, if you have thin wood :)
Yeah, just often doesn't penetrate deep enough to have a noticeable impact in how something looks.
Metals are not dielectric, all dielectric materials is sub surface scattered, and more corect - they have a reflectve surface as metal but also have volume scattering inside.
in real life sub surface scattering is in fact volume scattering under transparent reflective surface, like foggy glass.
metals is so strong by theirs electron properties so they dont allow to pass light inside and reflective only.
Most diffuse shaders is actually computed more as very rough metal.
😊👍🙋🏻♂️
Thanks for a pointless video. I want my time back.
clickbait title like always
Click bait shit