[Bf-cycles] Lamps Inside SSS Volumes

Matthew Heimlich 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?
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