Subsurface scattering


The last few days I’ve been working on subsurface scattering and skin shading in my renderer. This is a ray traced solution, so I simulate how every ray of light bounce around hitting particles inside the skin before leaving. I exported the highest detail level of the model from zbrush, since I wanted to see how the small details react to the light. The model in this image has more than 19 million polygons.


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