I was trying to implement subsurface scattering that blender uses in opengl. So I wanted to know what method it uses for subsurface scattering. Is it possible to replicate the effect without ray tracing?

  • $\begingroup$ Related: Reconstructing the Principled Shader SSS with standard nodes $\endgroup$ Apr 4, 2022 at 17:56
  • $\begingroup$ @JachymMichal "Cycles supports Christensen-Burley, Random Walk, Cubic, and Gaussian algorithms." (in the link). I don't get what it means. What kind of algorithms are these? $\endgroup$ Apr 4, 2022 at 18:30
  • $\begingroup$ Hi :). I'm not a developer, but Cycles is open-source so you can look through the code ;) $\endgroup$ Apr 4, 2022 at 18:55
  • $\begingroup$ @JachymMichal Yeah, I'm currently doing that only. Thanks : ) $\endgroup$ Apr 6, 2022 at 6:02

1 Answer 1


This is from the Blender docs about the SSS node.

It should be noted the Random Walk method is only available in Cycles, not Eevee.

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  • $\begingroup$ Thanks, I have seen this. But if I want to implement it in opengl so I need the exact procedure on how these are implemented in blender. $\endgroup$ Apr 4, 2022 at 18:32
  • $\begingroup$ Blender is an open source project so literally anyone can find the source code readily available. This looks like a decent spot to start. github.com/blender/cycles/blob/master/src/scene/shader_nodes.h $\endgroup$
    – Jakemoyo
    Apr 4, 2022 at 19:24
  • $\begingroup$ @AayushKumar What exactly do you expect from an answer here? Do you want someone to just paste the source code, or are you expecting a lengthy explanation of what those algorithms do and how they work? Neither are something you could reasonably expect anyone to do nor are they adequate for this site. $\endgroup$ Apr 4, 2022 at 19:35
  • $\begingroup$ This is a Q&A site, not a forum for open ended discussions. Questions here are expected to be clear and concise and strictly about using Blender. I invite you to read the help center to better understand how this site works $\endgroup$ Apr 5, 2022 at 5:45

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