December 29, 2010 § 4 Comments
Playing around with SSS materials in Keyshot. The above are presets for skin and caramel, and using the ripped game car models from Trackmania United because they’re handily low poly which makes for faster renders.
Overall, Keyshot handles it (like everything else) very fast, especially compared to my Blender internal and Yaf(a)ray experiments.
I like the idea of Keyshot’s faked math. It’s not scientifically accurate, but it’s close enough to trick people which is exactly what I need. I mean, if games can use reflection maps on everything instead of actual raytraced reflections, why can’t I? There’s crazy speed boosts to be had with far less raytracing.