Comments (4)
The BRDF model used here is from this paper:
A paragraph from it reads:
"Our subsurface parameter blends between the base diffuse shape and one inspired by the HanrahanKrueger subsurface BRDF. This is useful for giving a subsurface appearance on distant objects
and on objects where the average scattering path length is small; itโs not, however, a substitute for
doing full subsurface transport as it wonโt bleed light into the shadows or through the surface"
The one Blender Cycles and PBRT v3 use is a newer model with path traced subsurface scattering, which is probably why you do not see the same results when you compare it with Cycles:
https://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf
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Thanks for the clarification. In that case I will try to implement the Cycles SSS shader myself.
Cheers!
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You can have a look at Tinsel (https://github.com/mmacklin/tinsel) for some implementation details on the Principled shader.
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The SSS in the Tinsel screenshot looks more realistic indeed, Will have a look, thanks.
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