In the blender 2.79 development version, I tested out the different subsurface scattering parameters in the Princicpled BSDF, with the lovely new "random walk" setting. (I arranged them in inkscape. I manually imported them one at a time which was a pain, but now they're arranged prettily in a grid like in the white papers.)
Basically, subsurface color is the skin color, which overrides the base color attribute (but not the other things like roughness.) Subsurface radius is apparently the blood/material/volume color, and the scaling affects how much it shows through the skin. For example at low scaling you will only see a tiny hint of color behind the ears.
Material settings in code block so they don't eat the entire post:
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Principled BSDF 2.79 development version
units, scale: none/default
base color white
roughness 0.5
GGX
Random Walk
subsurface 100%
First row:
environment color: hdrihaven pillars 2k
subsurface radius default (1.000, 0.200, 0.100)
subsurface color:
H: 0 to 0.9
S: 0.800
V: 1.000
second row:
environment color: hdrihaven pillars 2k
subsurface radius:
H: 0 to 0.9
S: 0.800
V: 1.000
subsurface color white
third row:
hdrihaven blue grotto 2k
subsurface radius:
H: 0 to .9
S: 1.000
V: 1.000
subsurface color white
fourth row:
hdrihaven studio small 04 1k
subsurface radius:
H: 0 to .9
S: 1.000
V: 1.000
subsurface color white
I may have messed up the ones in this image, as at some point i changed which attribute I was keyframing, but forgot to change it back to linear
interpolation.
- Code: Select all
Principled BSDF 2.79 development version
environment color: hdrihaven pillars 2k
units, scale: none/default
base color white
roughness 0.5
GGX
Random Walk
subsurface 100%
subsurface color white
subsurface radius (pre-scaling):
H: 0 to 0.9
S: 1.000
V: 1.000
vector displacement: object space