We've implemented new exciting features for the random walk shaders. There have also been many optimizations that greatly speed up SSS computation returning also a better SSS solution, for example 'similarity theory' is great for higly anisotropic stuff and we can now finely ctrl SSS in GI scenarios. Mie and Rayleigh scattering enhance SSS for ie. tissue rendering. Albedo remapping will allow to better match some renditions ...
The SSS Random Walk node is a state-of-the-art subsurface scattering shader. We employ a new sampling strategy for random walks that takes all previouses approaches and put them together for a more effective sampling with reduced render times and great solution quality. With added parameters you'll be able to unleash all the power of a modern SSS shader ...
We managed to be one order of magnitude faster than any previous diffusion implementation. You can use this shader as it would be a simple diffuse node for distant from camera objects, for translucent stuff where it's required to have also shadows colored by SSS and in any place where a less precise and super fast SSS is required. Support for various profiles.
This will completely change the underlying exponential behaviour of our random walks turning them into non-exponential walks. Non-exponential random walks are great to simulate plastics and other polymers, the discoloration and drying of certain natural materials or because of their long-range correlations they are able to model thin-walled materials ...
The SSS Dipole shader implements all the relevant dipole models for subsurface scattering available in computer graphics.. namely Standard, Better and Directional dipoles. They are of particular interest because they are better (at matching real life reference materials) than diffusion SSS and way faster than raytraced (random walk) SSS ...
SkinLayers material is a three layers SSS dipole implementation in the style of the old alSurface material with added features like ‘peach fuzz’ reflections and ad-hoc params to better control overall sss appearance. Works great for anything releated to subsurface scattering and remains super easy, fast and intuitive to use ...
This node basically does multiple scattering refractions. When with romboRefract (or Standard Material) we do engage Scatter in the Refract (transmission) rollout we are doing instead volumetric single scattering. Multiple scattering is slower but more expressive. We can't really render a resin statuette like this one with single scattering ...