This is part two of a two part tutorial that shows in detail how to set up wavelength dependent scatter in a shader network using fast_skin_maya SSS shaders in Maya 2012 and earlier. Newer versions of Maya have this built into the misss_fast_shader2 shader, but it is good to understand how and why this is important. Also shows how to break the Red, Green, and Blue wavelengths of scattered light out to AOV render passes for comping in Nuke. All with Final Gather, Linear Color Workflow, and the great headscan from Lee Perry-Smith at Infinite-Realities.
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