Here is a test I did using the new multiple scattering in volumes available in the latest release of Arnold.
Here is a comparison when rendering with and without Volume Indirect:
Another example below, with and without multple scattering. The difference is huge!
If you haven’t done so already, I seriously recommend you check out the work of Oyonale. A true hero of mine and a huge inspiration.
His variations series of images are amazing.
Its incredible how much he has achieved during the 90’s/ early 2000’s and how far ahead of the game he was and I think a lot of his work still holds up today. I don’t know what he is doing today, but I know I would love to see more work from him.
Even more incredible is computer graphics was a hobby for him and his day job doesn’t involve graphics at all!
A true master of his craft.
I wanted to test the different SSS types of Anders Langland’s alSurface shader with Arnold. Below you can see the difference when rendering with the SSS modes – Cubic and Directional. I think Directional looks better as it has less of a ‘waxy’ appearance.
And here is a gif which shows more clearly the difference in the SSS types.