Maybe the SSS Shader was only a good starting point.
Analyze the structure of the shader.
Have in mind that you have more or less
no real predifined materials like the materials
in C4D or LW(<9) in RS, only good starting points.
You're working with something like
"carried raytrace data" which are stored in "channels".
This "channels" can be transformed via "VSL".
In my opinion it's a little bit like "painting an image".
Think about the following:
The "color" of an object reacts with the
"intensity" of a light based on the
"angle" of the light ray
(maybe forgotten something :-? ok
distance, volumes between object and light, ....)
That's not all, you can store most of this informations in
"selfdefined channels" in RS which can be directly or
post processed and added to the final render result.
Now it's up to you, to "carry the data" to the desired result.
The SSS Shader can show what's possible, but maybe
you exspect some feature, what is not implemented.
Sounds hard, but it's true.
I don't know what you exspect as final result,
but have in mind, too, it's only a simulation (your simulation)
The animation and the renderprocess.
Sometimes it's helpy to send a small
sample scene, then it's easier to see what's going.
Hope it's helpy,
Matthias
----- Original Message -----
From: "Henry Tjernlund" <[email protected]>
To: <[email protected]>
Sent: Tuesday, July 21, 2009 2:47 AM
Subject: Re: SSS
Also, anytime I have tried to put another object inside the SSS
materail (like maybe a white blood cell eating a pathogen, or even
having internal structure, or a blob monster eating something) it
seems that all I get is a shadow from the interior object, but no
blurred translucent effect of the inner object itself.
--
--
Henry Tjernlund
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