An example of subsurface scattering, using the PxrSkin shader and the unidirectional path tracer in incremental mode. The subsurface scattering type is a fairly accurate approximation of what a reference Monte Carlo simulation would give (equivalent to beam diffusion with single-scattering). There is also specular reflection. The head is a single subdivision surface and has large texture maps for displacement and color. It is illuminated by two area lights and a bounce card.
Head geometry and textures from Infinite Realities under a Creative Commons Attribution license. Thanks to Lee Perry-Smith for making this data set freely available.
Another example of subsurface scattering, rendered via unidirectional path tracing. The material is constant-colored (i.e. no color texture map) marble using the simple PxrSubsurface shader. The subsurface scattering type is a fairly accurate approximation of beam diffusion with single-scattering. This material has no specular reflection. The statue is illuminated by a single area light source.
The statue was modeled by Scott Eaton.