If you get specular roughness right on a surface, like an orange or a face, it looks strangely photorealistic.
Im thinking about a skin shader, even if you just pre baked the sss with ambient occlusion that would pretty much be fine, as it doesnt depend on view direction, but what about the specular? even with the finest sss you can get, you still have this unrealistic specular on top that makes your character look like he just took a dip and came out wet. Blender has this problem!
Skin has a rough specular, and im not quite sure what this means, its just ive seen skin renderers with parameters for roughness of specular. Mental ray and keyshot to name two, mental ray looks a lot "drier" than blender and looks really good when the specular is ringing down the side of the head, for the classic blue rimmed skin effect.
When you do a skin render in blender you might as well have the specular just turned off cause it doesnt work at all.
So, is this possible in realtime? and how would it actually be implemented at all?
I dont understand it much, its just im aware of its existance, and perhaps if you got the specular roughness, it would look alot like real skin even without subsurface scattering at all!
this is what I mean by correct specular...
Thats mental ray, and its impossible to get that look in blender. (although blender can look good, just different)