Another test with a character i textured for training :

Umm, most of the renders that people are posting look like they have no SSS at all. Maybe I’m using it in a very different way, but all of my renders have a very nice and soft fleshy look.
Its very easy to have the “lightmap” setup up wrong, so what you get is a lambert looking SSS with no depth at all. Connect the SSS node to a Surface Shader to test the SSS out before plugging it into your main shader network.
Also, check your output messages if the lightmap is generated properly. With proper lightmaps you should have something like this:
RCLM 0.2 progr: lightmap vertex run, shader 0x546: misss_fast_lmap_maya1 on instance 0:0
PHEN 0.2 progr: misss_lightmap_write_init: Got shader init
PHEN 0.2 progr: misss_lightmap_write_init: Got instance init 462610600
PHEN 0.2 progr: misss_lightmap_create: starts w. tags 1316 and 0
RCLM 0.2 progr: lightmap mesh run, shader 0x546: misss_fast_lmap_maya1 on instance 0:0
PHEN 0.2 progr: 0.0% sss lightmap generation
PHEN 0.2 progr: 51.0% sss lightmap generation
RCLM 0.2 progr: lightmap mesh run 0:0 done, 4900 triangles
PHEN 0.2 progr: misss_lightmap_write_exit: Got instance exit 462610600
PHEN 0.2 progr: misss_lightmap_close: Closing lightmaps
IMG 0.2 progr: writing lightmap file … Documents/maya/projects/default/mentalRay/lightMap/testlmap
PHEN 0.2 progr: misss_lightmap_write_exit: Got shader exit
And:
PHEN 0.4 progr: misss_fast_shader_init: Got lightmap 1316 depthmap 0
Setting up lightmaps is unfortunately not foolproof, doublecheck your settings.
jackdeath
can you please explain a bit more how did you use the misss ? and maybe show some render if you can.
and if you can take a look at this old test and tell me how i can improve the skin look
(model by mile esteve)

i put a misss occlusion in the ambient slot and adjust a little bit the weight value of the sss.
(Sorry for my english)
MATH is the key to using these shaders. You have to understand how and why each channel effects the final output of the root shader. You can’t have full ambient occlussion, SSS, full diffusion, specuality, reflection, and textruing all slapped into one shader without very careful balancing.
For example, the more SSS you have, the less diffusion you can have. If your pixel starts at black and then you ADD diffuison to SSS, and then ADD spec and reflections on top of that, there is a chance that your shader will be pure white. I’ve had shaders where I never had any Blinn or Lambert at all, but instead I just used a SurfaceLuminace to build the base shading and then piped it into a MIX8 shader to balance everything out.
If you don’t understand how a shader works internally, then it will be very hard to explain how to fix it. I think that having an understanding of node based 2D compositing helps because you uses logic ops all the time to mix different layers together to get a final result.
Good point… that’s why my pictures are in movies instead of posted here. If you want to see the SSS work I’ve done, rent Day After Tomorrow and look at the first 5 minutes of the film. The MISS shader work I’ve done isn’t in the theaters yet, so I can’t show anyone. Sorry, but thats the rules.
i know this questions comes lately but i dont succed at this point jozvex
there is just no shader node above miss_fast_simple_maya1
i tried about 3 hours but coundlt find anything like you mentioned.
sorry for the dumb question but im stucked.
animo
I also tried the misss… I’m looking to obtain some sort of cg cartoon skin for this wip character.
[img]http://img155.exs.cx/img155/9871/wip2wx.jpg[/img]
**
ciao
francesca
The animation is just free stock mocap. And I should really extend my aplogies to the super-talented modeller, Hwasup Song, for mangling his fantastic model with my extremely trivial 10-minute rigging job.
Some of the shots work better than others, but it is interesting to note how nice that variable scatter depth one looks… I put deeper scatter in places like pecs, biceps, cheeks, and shallower in places like ridge of nose, forehead, e.g. places where the skin layer is not so thick and occluding bone is closer to the surface.
The way I think about it… if I can do this, what if someone with actual talent got hold of it! :eek:
/Z
I am wondering if this is meant more as a portfolio or a mental ray demo? If the latter, then it would be cool to slip in your shader networks between the images. If the former, then nevermind, very impressive.
I had to drop by and say that I’m really loving this shader to death!! Wow!!! :applause: :applause:
Thanks very Much, Mr. Zap and Mental images! :applause:
i already tried some SSs test
with my char panipoh
well face still to much spec but looks interesitng
thx for the shader zet & francescaluce
for the cool tips on it .
This shader is GREAT, I don’t really understand it, but I think I got it working?
here is a picture, with final gather, and the misss fast simple shader (which is great).
Thanks to Master Zap for making this possible :buttrock: .
