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Nov 8, 2018 at 0:57 comment added Linguini Maybe give this a read google.com/url?sa=t&source=web&rct=j&url=http://…
Nov 7, 2018 at 14:39 answer added kaisa timeline score: 1
Dec 25, 2017 at 6:10 history tweeted twitter.com/StackBlender/status/945174906819563520
Dec 25, 2017 at 2:38 comment added PGmath Is there a separate texture to the lower layer? If not, these various situations look like they could all be represented by a proper mix of SSS and translucency. The ratio of the two shaders determines the amount of category 4 rays and the radius of the SSS relates to the thickness of the top material.
Dec 25, 2017 at 2:19 history edited David CC BY-SA 3.0
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Jul 19, 2017 at 17:37 comment added Nicola Sap Looking for a solution that doesn't require extra geometry, I see two "hypothetical" options. [A] A surface shader (0) and two volume shader (that will cover everything else, (1)(2)(3)(4)), where their mixing factor depends on a "distance from the surface" coordinate, that - as far as I know - doesn't exist as a node. [B] Two surface shaders added together: one for (0) plus a subsurface scattering for (1) and (3); and a volume shader for (2) and (4). Unfortunately, though, the subsurface scattering doesn't have an entirely sharp falloff mode, so your red and yellow materials would blend.
Jul 19, 2017 at 16:44 history asked BenJacob CC BY-SA 3.0