<p dir="ltr">SSS in Cycles is not a volume calculation, it's a surface calculation. You'll need to add a "hollow" area inside of the hands and place the lamp inside of that for the effect you're looking for.</p>
<div class="gmail_quote">On Jan 14, 2016 4:16 PM, "Zauber Paracelsus" <<a href="mailto:zauber@gridmail.org">zauber@gridmail.org</a>> wrote:<br type="attribution"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">I had been working on a character model, and wanted to create the<br>
appearance of an internal glow in the characters hands when they used<br>
magic. I tried doing this with subsurface scattering. What I first<br>
tried was adding an emission shader with a mix node that would cause it<br>
to emit light backwards into the mesh. Then I tried putting a lamp<br>
inside of the mesh. In both cases, nothing happened.<br>
<br>
Is this an implementation bug, or a known limitation? And is it at all<br>
possible to extend SSS to support this?<br>
_______________________________________________<br>
Bf-cycles mailing list<br>
<a href="mailto:Bf-cycles@blender.org">Bf-cycles@blender.org</a><br>
<a href="http://lists.blender.org/mailman/listinfo/bf-cycles" rel="noreferrer" target="_blank">http://lists.blender.org/mailman/listinfo/bf-cycles</a><br>
</blockquote></div>