Sub surface texture test

I tried some different texture 2D acquisition techniques last weekend, hoping to capture translucent and thin subjects more accurately. These are the first results applied to a plane primitive, although I think improvement is possible by refining the process. This is a thin biscuit/cracker captured with fairly accurate translucency for real-time rendering.

Front face look dev

Front face look dev

Back face look dev, translucency and SSS

Back face look dev, translucency and SSS

Blocking light from behind to test the SSS

Blocking light from behind to test the SSS

Backlighting off

Backlighting off

Material - cracker look development

Thin biscuit material test

Testing shadowing, translucency and SSS

Testing shadowing, translucency and SSS

Cracker material SSS test

Texture breakdown

Texture breakdown

Base geometry (alpha was used in the albedo)

Base geometry (alpha was used in the albedo)