
These points are used as the exit points for the light. Traditionally this approximation is based on prebuilt a point cloud, distributed on the surface of the object. Various techniques have been proposed to emulate this, normally as just an approximation. The problem is so complex to simulate in the computer as the light does not scatter at a single point: it enters the surface at one point, and exits (often multiply scattered) at various other points.
RENDERMAN SKIN SHADER SKIN
As the skin has hemoglobin (blood) and various flesh properties, the light comes out pinkish and our non-specular skin looks red-ish and natural. Sub surface skin based diffusion is happening due to light entering the skin, bouncing around and coming out. Even with low Spec, most previous models of SSS assumed some degree of diffusion to look right. Most methods have assumed some Spec, and the rest is made up of diffuse and sub-surface sampling or SSS. The spec shows a lot of detail in the pores of the skin since the light is sharply reflected. The highlights are white as the specular (spec) is effectively a mirror-like bounce. But the new approaches are also included in the next release of RenderMan 21.5 – the details of which will be announced at SIGGRAPH 2017 in LA.Īn alumnus of ILM, Christophe previously served as a research and development lead, supporting the facility’s shaders and providing rendering guidance.Īs white light falls on a face, in broad terms, the light either reflects immediately as a specular highlight, or it is diffused. Christophe has just finished helping to write new skin lighting models and rendering methods for RenderMan to be used in upcoming (unnamed) Pixar projects.

In 2010, along with Per Christensen, he received a Scientific and Engineering Award for the development of point-based rendering for indirect illumination and ambient occlusion.Ĭhristophe Hery joined Pixar in June 2010, where he holds the position of Global Tech and Research TD.

In 2003, Hery was the recipient of a Technical Achievement Award for the development of practical methods for rendering skin and other translucent materials using SSS techniques.
