I have read an article that mention ppl in Weta also use LaFortune for Gollum skin shader. What is LaFortune ? Is it a kind of shading method like phong , Lambert.,etc?
Where can I get more info about it? And what is 3/4 specular calls? Is that mean the specular calculation will be executed 3 / 4 times?
From [http://www.rendermanacademy.com/docs/SSS_depthmaps.htm](http://www.rendermanacademy.com/docs/SSS_depthmaps.htm)
It's a pretty good method (subsurface scattering using depthmaps). It's how Ken McGaugh and I wrote the Gollum skin shader. My advice is don't get too caught up in the science of it. Play around until you get the *look* that you want. Gollum had a subsurface term mixed with a straight lambertian term and 4 specular terms, one of which was a LaFortune which is essentially 3 specular calls. The biggest problems you'll run into are noise, we were doing 64-128 samples per shading call, and the fact that in using the shadowmap method, the brightness of your subsurface term is linked to some arbitrary trace depth, which wasn't a deal breaker, but it was a pain in the butt.