Subsurface scattering is when light bounces around a bit inside of a supposedly solid object, creating a semi-transparent effect. Think of the way a bright light shines through the tip of your finger, that is the effect we are going for with subsurface scattering.
Displacement with noise Displacement with voronoi cells:
I put yesterday’s pattern behind a sort of frosted glass
Playing with the displacements option in Cycles Renderer
I’ve taken a brief hiatus from the 30/30 challenge as I’m working on a project with larger scope. This creature is part of that project. This is definitely still a work in progress…
Today I was playing around with Blender’s compositing nodes. I created a node group that roughly simulates chromatic aberration. It’s not super accurate (does not simulate the way an actual round lens affects light), but in a pinch it’ll do. Find the blend file (with the node group) here!
Today is an experiment in smoke simulation and volume shading.
Eh, not the most amazing work I’ve ever done, but I learned a decent amount about using the subsurface modifier. For the ship I followed this tutorial.
This is a short video walking through the process of combining many FBX files from Mixamo into one using Blender. The end of the video shows a super simple animation controller in Unity.