Just testing around with some shading networks to get some sort of Sub surface scatter with refractions and transparency depending on the facing ratio of the render cam, so when a surface is facing more toward the camera it become more transparent like the fresnel effect. Ive just referenced the two scene file together to get a idea of the render-time so far and double check the scale of the two scenes are consistent. This render only uses global illumination and no final gather as final gather only adds a little over the top of the GI but its not worth the extra render time.
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