Mental ray SSS displacement error

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  10 October 2012
Mental ray SSS displacement error

When I use the sss fast skin + displacement,
When I use multi material or multi sub material on one mesh mental ray get error and do not render the displacement map.

Anybody know any solution?
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  10 October 2012
There's a really tedious workaround if you absolutely have to have subobject.

Create a Mentalray Shader, add a Material to Shader to the Surface and throw in your Subobject Shader in there. Then under displacement add a Subobject Map, switch to material ID and throw in your displacement map in there.

Avoid this if you can find another way to blend the shaders,
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  10 October 2012
first image:
I use only 1 sss fast skin +displace shader - works fine

second image:
I use 2 sss fast skin +displace shader - error

why?


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Last edited by artofillusionist : 10 October 2012 at 09:11 PM.
 
  10 October 2012
Originally Posted by DanHibiki: There's a really tedious workaround if you absolutely have to have subobject.

Create a Mentalray Shader, add a Material to Shader to the Surface and throw in your Subobject Shader in there. Then under displacement add a Subobject Map, switch to material ID and throw in your displacement map in there.

Avoid this if you can find another way to blend the shaders,



Clould you explain more how can I do this idea with sss fast skin shader?
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  10 October 2012
no any way to render multi displacement with mental ray in 3ds max?
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  10 October 2012
It is working now! The trick was to enable standard displacement in the first Sub-Material. However you have to enable the standard displacement map-slot with a map and 0 displacement.
Now I'm thinking how can I combinate with sss fast skin...
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  10 October 2012
Anybody know how can I include the standard displacement slot for sss fast skin shader?
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  10 October 2012
Maybe with this workflow will work the shader...

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  10 October 2012
If the setting for the different SSS fast materials are identical, just differ in the maps/colours you need to use per Sub Object you can instead use one SSS material and use the Multi/Sub Object Map to store the different textures.

As for the Fast SSS and displacement. the only way to get that working is to place the Fast SSS material in to another material 'shell'. Mentalray material works well, you can throw it in using 'Material to Shader'.
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  10 October 2012
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