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3D Render Times

Organic is hard because everything is actually translucent. You model light scattering and reflecting off the top layer of skin, which is easy. Then you have to go down 1-2 layers and compute how the light is altered, scattered and reflected back up through the skin, and repeat for layers 3-4 until you reach a point where no light is making it back to the surface. Plus, no patch of skin, or leaf is exactly the same as any other patch, so you either have to really work hard, or figure out a way to add imperfections and bump-maps procedurally.

On top of all those materials, human beings are incredibly keyed-in to proportion and movement, so if your character is even a little too stiff, or is 1% off in the face, people get disturbed by it, or they mentally think of it as a cartoon which means all that extra effort was really a waste.
 
I've seen a couple of sub-surface scattering plug-ins that can make amazing translucent surfaces and objects. Blocks of gelatin look completely real when rendered with it, but you can guess how long the render times are with that sort of processing going on. Outrageously processor intensive.
 
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