Is it any similar to what Unity is doing in their talk “Efficient Screen-Space Subsurface Scattering Using Burley’s Normalized Diffusion” Efficient Screen-Space Subsurface Scattering Using Burley’s Normalized Diffusion
@fclem Is this a complete implementation of SSSS by Jimenez et al. ?
Also, the parameters in that paper are different from the ones shown in Blender’s interface. Thus what mapping / approximation was used from the parameter d (in Blender) to the one is SSSS (sigma)?