[Bf-cycles] Lamps Inside SSS Volumes
matt.heimlich at gmail.com
Thu Jan 14 22:18:50 CET 2016
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.
On Jan 14, 2016 4:16 PM, "Zauber Paracelsus" <zauber at gridmail.org> wrote:
> I had been working on a character model, and wanted to create the
> appearance of an internal glow in the characters hands when they used
> magic. I tried doing this with subsurface scattering. What I first
> tried was adding an emission shader with a mix node that would cause it
> to emit light backwards into the mesh. Then I tried putting a lamp
> inside of the mesh. In both cases, nothing happened.
> Is this an implementation bug, or a known limitation? And is it at all
> possible to extend SSS to support this?
> Bf-cycles mailing list
> Bf-cycles at blender.org
-------------- next part --------------
An HTML attachment was scrubbed...
More information about the Bf-cycles