If you've ever comped cg with Subsurface Scattering, did you get a render of an SSS pass that comp messed with or was it "embedded" in the 3d render? If it was separate, what did the pass look like and what was it's intended implementation? Any links or advice?
I'm working on a creature and 3d wants to use SSS ( they're on Lightwave). So we got a test pass that has a grey shaded creature with pink areas that represent SSS is happening. We could use this as a matte for transparency and/or luminance, but I don't think we can create realistic translucency blur ( aka SSS...). Yes? No? Does anyone have experience compositing cg using sss?
thanks,
jon a