SSS vs Volume in Cycles
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- Опубліковано 21 лип 2024
- Render engines such as Luxor or Corona quite often use a very dense volume instead of SSS, giving more interesting results. And I wanted to compare these two approaches.
I would say ahead of time that SSS has won - Фільми й анімація
Very interesting, thanks for sharing
Thank you for watching!
that is an awesome technique as an alternative for sss - I didn't think that using volume scattering to emulate sss in corona could be done, do you have a video where you are demonstrating that technique?
You can be sure that in corona it could be done. Moreover for a long time it has been the main way to emulate SSS in corona. I don't have a video tutorial but could tell you steps. Turn off diffusion and turn on refraction, reflection and volume channel. In refraction channel make active thin glass (so that how you get rid of refraction). In volume channel play with absorbtion distance (make it 1 or 2 cm.). Change absorbtion and scatter color as you like.
Well, It seems in Blender SSS acts like Volumetric Scattering. In Corona standard SSS sucks, it lacks the Directionality parameter present in Volumetrics. But team think it's perfect, they had a lot of studies to come up to this crappy SSS and nobody can complain.
Can you show your sss setup, I can’t get the same look as yours sss😢
But it was shown in the video:) What i can add more?
@Rivental No you only showed the Volume setup and at the end, you compared the SSS and Volume visually, but SSS looked so much better than the Volume. Can you please just make a whole dedicated video about SSS? Because it has too many parameters and settings ;)