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Feature request: subsurface scattering shader #420
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Somewhere, deep inside Blender, in the Principled BSDF shader, there is open source shader code for subsurface scattering. |
Note to self: there's not currently an extension for SSS in GLTF, so this will have to be tested independently of gltf. |
Kronos was writing about a subsurface scattering extension in GLTF 2.0 back in 2018.. But it doesn't seem to be in the spec yet. Yet Blender will handle subsurface scattering as part of principled BSDF, and can export it to GLTF. Let me check with a technical artist who is into this and get back to you. |
Ref: @cwfitzgerald on Discord 07/24/2022
Subsurface scattering we should be able to include in the default material
Here's the Unreal Engine documentation for subsurface scattering.
This is what it looks like. It's subtle, but it says "skin" to human eyes.
This is something I'd like to have, but it's not high priority. (Second Life / Open Simulator is moving to GLTF, so they'll have more shader layers over the next year, which I will have to support.)
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