Sub-Surface Scattering/Translucency by LCGuy
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No AI - This artwork was created entirely by hand or with traditional digital tools.
Description
Modeling/texturing/render: Strata 3D pro 3.9
Post work: Ulead PhtoImpact XL
Strata doesn't support real translucency (partial light transmittence through a material with internal/subsurface diffusion), only opacity in varying degrees, so, I was wondering to how emulate this in Strata.
In current terms, this is called SubSurface Scattering, and, it's based onthe fact that all materials, except for metallic ones, have some degree of translucency. That's why skin tones are so hard to create realistically.. the translucency characteristics are very hard to reproduce accurately throughout the skin texture, as they all change.
Anyway, the edges of a glass of milk kinda look like this.. hydrostatic curves where the milk meets the glass, and some degree of watery translucency.
While this isn't any where near done, it still took a pretty large effort.. Strata does need to incoroporae a translucency channel to adequatly facilitate duplicating this effect, IMO.

Comments (6)
A very helpful and interesting explanation as well as a satisying drink. Love the tabletop GREAT!
I am impressed .Excellent work
Excellent! Great challenge to take on! (I love challenges like this, too) I really love the pattern on the tabletop! Is it your own?
Really really well done. Have you played with "micro-polishing" in Strata at all? It seems right up your alley.
Very good analysis of a difficult issue. Sometimes you can solve this with glow factors, but that's really faking it. ( I think a true translucency factor would add greatly to render time depending on how it's handled programmatically.) Nice work LCGuy.
I understand how did you select this study of translucency; one has to analyze material in order to create.