When More Is Less

For months I’ve been toiling over the creation of a simulated SSS (Sub-Surface Scatter) shader that doesn’t require Mental Ray. I’ve resolved that the rendering times required to acheive this effect will actually hurt production. On top of that, looking back at my concept sketches reminds me that realism was never the intention for this short. With utter restraint, I am going to say “no” to SSS.

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