This is the pillar model I tested with. Here it has a SSS shader applied without any of the scatter layers. This SSS material is then connected to the AdditionalColour attribute of an mia_material_x shader. I am connecting it to an mia_material_x shader so that the final material will have Fresnel reflections.
Epidermal scatter layer applied.
Subdermal scatter layer applied.
Back scatter layer applied.
Marble texture applied to each scatter layer.
I also created a Blinn shader to control the specularity. This is because the specularity settings on the SSS shader aren't very good. I connected the texture to the colour of the Blinn and then connected the Blinn to the diffuse colour of the SSS shader. This is the final look. I will go back to the texture and make it slightly more red to blend with the colour scheme of the scene.
This is the shading network of the shader.







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