View Full Version : subsurface scattering
neversong 03-13-2003, 10:25 AM can anyone tell me how I can achieve this in Max?
or any good tutorials?
thank you.:rolleyes:
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Howdy !
I may be wrong, but i think Max has no true SSS shader and or rendering capacity; it has a translucency shader which you could look up in help files (used to simulate light thru paper and suchs).
mouj
RiotManZ
03-13-2003, 11:22 AM
go to subsurface level select you desired poly/faces donīt exit subsurface mode and use scatter. there is an option where you can use only 'selected faces'
RiotManZ
03-13-2003, 11:23 AM
Originally posted by mouj
Howdy !
I may be wrong, but i think Max has no true SSS shader and or rendering capacity; it has a translucency shader which you could look up in help files (used to simulate light thru paper and suchs).
mouj
oooops... maybe I got something wrong:rolleyes:
TimWoods
03-13-2003, 12:38 PM
yup max has no sss. try brazil R/s, final render stage 0, or vray.
they all support this function. Good luck trying to get it to work tho! it takes for ever!
:beer:
ZeBoxx
03-13-2003, 01:10 PM
Or use the translucency script;
http://members.optushome.com.au/ghra/tutorials/tutoriaOne.htm
http://members.optushome.com.au/ghra/tutorials/tutoriaThree.htm
Best regards,
Richard Annema
neversong
03-13-2003, 04:34 PM
thnks guys. :D
however, let me ask you a question about that traslucent material.
in fact, I've tried that before, but if I turn on the shadow,
the shadow looks horrible.
so, whenever I see someone's nice character face/ hand with nice
SSS, I really wanted to know how they did that.
thanks again.
have a nice day~
song
TimWoods
03-13-2003, 06:11 PM
the scattering effect is doen with the add on renderers like mental ray, vray or final render. they all work differently, but in most cases just need to click the sss button, set up a few colours and away it goes.
but i never find it that easy. lots of tweaking and huge render times are needed. you might also have to render many layers, one for veins, one for diffuse etc, then comp them together.
:)
TOMMY 3D FREAK
03-14-2003, 12:11 PM
I'm not an expert on this subject but it I know that it is possible to simulate this effect. It is not photorealism but it is a good way to simulate sss, and by the way: it's faster.
With the use of a fallof map you can brighten/tint areas in the shadow. (light-shadow fallof map).
Just a hint, good luck!!!!!
TimWoods
03-14-2003, 12:51 PM
thats true, but you dont get anywhere near real sss. Depends how accurate you want it really.
:p
neversong
03-14-2003, 09:44 PM
thnx guys.
yeah, I'd guess that's the way.
I've tried the falloff material method,
it works good, but still it's really hard to find the right setting.
thanks again
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