In this introduction to pxrSurface for Houdini, we look at the Subsurface component, frequently used to simulate skin, plastic marble or any other material where light can penetrate and scatter into the object. The series is recorded in SideFX Houdini, but the principles work for any Renderman DCC as the shader is universal to RenderMan
here is the physical metal episode
• Substance to Renderman | PxrMetallicWorkflow
series playlist
• Renderman pxrSurface shader | for beginners
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