CGTalk > Software Specific Forums > Autodesk Maya > Maya Rendering
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
 
Thread Tools Search this Thread Display Modes
Old 06-19-2012, 02:51 AM   #1
Kev3D
Agent
 
Kev3D's Avatar
portfolio
Kevin Russell
3D Artist
Kevisual
London, GB
 
Join Date: Jan 2003
Posts: 1,760
Send a message via MSN to Kev3D
VRayMtl Subsurface scattering rollout, how do you make it work?

I've been experimenting with all the sliders for ages and it doesn't seem to have any effect. I do not understand it. I have refraction turned up and fog colour etc.

Does anyone out there understand this roll out, does it do anything?

I am aware there's a dedicated SSS shader but it looks like it works a bit differently and I want to get the VRay material one working.
__________________
3D Reel, Photography and Blog
 
Old 06-19-2012, 10:26 AM   #2
bigbossfr
aka DeeX
 
bigbossfr's Avatar
portfolio
Damien BATAILLE
Renderer/lighter/shading
Paris, France
 
Join Date: Feb 2005
Posts: 576
Hi,
1) Add refraction
2) Less fog color you have, more SSS you will have. So, set you fog color to 100/100/100 for example.
3) Set your SSS color to red for example.

Done.
 
Old 06-19-2012, 08:28 PM   #3
cgbeige
Expert
 
cgbeige's Avatar
portfolio
Dave Girard
Opinions are mine. You can't have them.
San_Francisrococo, USA
 
Join Date: Jul 2005
Posts: 6,999
you should use a FastSSS shader since it's less compute intensive than using the SSS rollout in the V-Ray Materials.
 
Old 03-03-2013, 11:35 AM   #4
Kamikaze88
New Member
portfolio
Philip Alberts
Kempton Park, ZA
 
Join Date: Mar 2012
Posts: 5
Sss

Quote:
Originally Posted by cgbeige
you should use a FastSSS shader since it's less compute intensive than using the SSS rollout in the V-Ray Materials.


Is the one in the Vraymtl rollout more accurate?
 
Old 03-03-2013, 04:44 PM   #5
cgbeige
Expert
 
cgbeige's Avatar
portfolio
Dave Girard
Opinions are mine. You can't have them.
San_Francisrococo, USA
 
Join Date: Jul 2005
Posts: 6,999
I don't think so. It's just missing optimizations that are in the fast SSS shaders. But you can't aim for 100% computational accuracy when you do SSS or else you'll be rendering for a ton of time (do an SSS render in Maxwell if you want to know what I mean). You can accomplish a perfectly realistic skin shader with the Fast SSS Material and a coat material with Fresnel blend for the reflectivity.
 
Old 03-03-2013, 04:44 PM   #6
CGTalk Moderation
Lord of the posts
CGTalk Forum Leader
 
Join Date: Sep 2003
Posts: 1,066,481
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 12:20 PM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.