A trailer for the project I’ve been working on recently. Wrote Renderman shaders with the goal of avoiding raytracing alltogether, as it had a significant cost in render times in previous versions.
Skin shader is a classic point based subsurface shader.
Eye shader uses faked refraction and caustics, based on the excellent work of Jorge Jimenez.
Fur shader based on a Stephen R. Marschner BRDF, using deep shadows information to approximate dual scattering as presented in efficient implementation of the dual scattering model in Renderman.
Hopefully more details to follow!