hey CornFielD ,
can u post up a pic of your network ?
render has a nice cartoony field.
Hi there;
Can this type of shaders work with NURBS patches?, or should they have to be prefectly closed and made by one piece (like polygons)?, and will they work with CAD-type Trimmed NURBS?
Thank´s to all.
There´s no need to post network it´s just misss_fast_simple shader with with lightmaps!
and its also almost with default settings I really didnt change anything else than specular atributes.
lightrig is also quite simple there is only two spots and Finalgather from enviroment color
neutronic! and why is that?
there is some and thats enough! you know sss is one of those things wich people over do quite easily!!
here is what i have worked up with my own phenomenon using miss_Specular miss_fast_shader and a few custom skin nets.
texture maps are abit messy atm. feet dont even have uvs yet. and tattoo isnt complete and will be only on her left side including left arm.
rendertime for center image 37 secounds.
Diffuse, SSS, Spec, Reflection, & Skin Sheer are implemented.

thats looking really good, kryoboy. i’m sure if you add some detailed color maps to her body (with veins in areas like backs of knees and above pubis, color blotches) and some bump maps for skin cells, wrinkles, what not… it would be perfect.
Hello!!
I be change several parameters of SSS shader of the brain.
This is image has been created in 3dmax but I post in this forum because is the better about sss_shader MR and I love MAYA
, but the parameters are very similars. Also I used combustion to postproduction. I composed this image with ambient occlusion, I also post the render image and ambient occlsuion image… and parameters!! 
For: I-D, Bill Spradlin and Dr. Ira Kane… The brain is more grain when this is death but when this is alive
is more red, because the brain is very vascularized.
Brain mass:
Unscattered diffuse color: Brain_Texture
Unscattered diffuse weight: 0,65
Epidermal (top) layer scatter color : Brain_Texture
Epidermal (top) layer scatter weight: 0,5
Epidermal (top) layer scatter radius: 5
Subdermal layer scatter color: Brain_Texture
Subdermal layer scatter weight: 0,75
Subdermal layer scatter radius: 6
Back surface (Through) scatter color : 227, 185, 160
Back surface (Through) scatter weight: 1,25
Back surface (Through) scatter radius: 8
Back surface (Through) scatter depth 8
Overal specular weight: 2
Edge narrowness: 5
Specular color #1: Brain_Texture
Specular weight #1: 0,65
Specular Edge weight #1: 1
Shininess: 40
Spelucar color #2: 225,225,195
Specular Weight #2: 0,9
Specular edge weight #2: 2
Shininess: 90
Reflention weight: 0,15
Reflection Edge weight: 0,15
Reflection glossiness: 5
Local environ: Brain_Reflect_Texture
Bump: 0,3
Map: Cellular_Shader
Cerebelo:
Unscattered diffuse color: Cerebelo_Texture
Unscattered diffuse weight: 0,75
Epidermal (top) layer scatter color : Cerebelo_Texture
Epidermal (top) layer scatter weight: 0,25
Epidermal (top) layer scatter radius: 5
Subdermal layer scatter color: 172,159,154
Subdermal layer scatter weight: 0,5
Subdermal layer scatter radius: 7,5
Back surface (Through) scatter color : 110,93,86
Back surface (Through) scatter weight: 0,9
Back surface (Through) scatter radius: 10
Back surface (Through) scatter depth 10
Overal specular weight: 2
Edge narrowness: 5
Specular color #1: 225,223,199
Specular weight #1: 0,3
Specular Edge weight #1: 1
Shininess: 10
Spelucar color #2: 255,249,242
Specular Weight #2: 0,6
Specular edge weight #2: 2
Shininess: 90
Reflention weight: 0,15
Reflection Edge weight: 0,15
Reflection glossiness: 5
Local environ: Brain_Reflect_Texture
Bump: 0,3
Map: Cellular_Shader
Trunk:
Unscattered diffuse color: Trunk_Texture
Unscattered diffuse weight: 0,85
Epidermal (top) layer scatter color : Trunk_Texture
Epidermal (top) layer scatter weight: 0,2
Epidermal (top) layer scatter radius: 5
Subdermal layer scatter color: 249,249,219
Subdermal layer scatter weight: 0,3
Subdermal layer scatter radius: 1,5
Back surface (Through) scatter color : 214,204,169
Back surface (Through) scatter weight: 0,4
Back surface (Through) scatter radius: 2,5
Back surface (Through) scatter depth 1,5
Overal specular weight: 2
Edge narrowness: 5
Specular color #1: 255,252,217
Specular weight #1: 0,3
Specular Edge weight #1: 1
Shininess: 10
Spelucar color #2: 255,254,248
Specular Weight #2: 0,6
Specular edge weight #2: 2
Shininess: 90
Reflention weight: 0,1
Reflection Edge weight: 0,1
Reflection glossiness: 5
Local environ: Brain_Reflect_Texture
Bump: 0,3
Map: Cellular_Shader
Final_Image

Render_Image

Occlusion_Image

Brain_Cerebelo_Trunk_Textures

Thanks!!
I was doing some research on velvet shaders just for fun, but I couldnt find any that was able to produce reasonably good results both with direct and indirect illumination in mr.
So I did some tests with the misss_fast and would like to share my humble results, just in case someone else is interested in this:

Flyaround (404KB quicktime mov):
http://www.floze.de/dump/misss_velvet.mov
One pointlight with raytrace shadows and finalgather with 2 secondary bounces has been used for lighting. It renders naturally way slower than a velvet shader (10 secs for a 320*240 frame) but there’s potential space for optimization I guess.
Far away from perfect of course, but here are the misss settings:

Very simple but quite effective, isnt it?
This might be old news, but I just thought I’d mention that your model’s normal hardness can greatly affect the SSS look. Especially with low poly models. Today I was helping someone to create like a plastic lamp shade, and here’s what I got with totally hard normals:

and now with totally soft normals:

Just thought I’d mention it!
![]()
Ive been reading this thread for a while (and others) and have have my own go at sss. This is what ive come up with so far, but if you look on the face, you can see the polygon mesh VERY clearly (look on his cheek bone and chin). This often happens with translucency turned on. Can anybody explain to me why this is happening and what i can to to stop it from happening? (and please dont say turn up the smoothing - its at 24k faces already)
Thanks a lot

@benvan:
Select your object
Edit polygons->Normals->Average Normals (with Distance Tolerance=0)
Thanks a lot mate that worked a treat 
Here is a WIP render (tweaked in photoshop - dirtmap hard lighted ontop for extra depth) and as you can see its nice and smooth
btw i am using miSSS fast
hi
sorry but I need help…
I am really sure that I 've done all things right, but there’s a problem anyway…
in the mentalrayTexture1 which is used for the lightmap I set the options to writable,
the width to 2 steps bigger than the one in my renderview and the heigh to the same, I changed the depth to 32 bits ,too, but anyway it says:
“API 0.0 error 301101: while defining texture “mentalrayTexture1”:mentalrayTexture1:
only writable textures may have [x y z] specifiers”
sorry but please could someone help me?

I think I’ve tried everything…
sorry for my english…^^
hi
sorry but I need help…
I am really sure that I 've done all things right, but there’s a problem anyway…
in the mentalrayTexture1 which is used for the lightmap I set the options to writable,
the width to 2 steps bigger than the one in my renderview and the heigh to the same, I changed the depth to 32 bits ,too, but anyway it says:
“API 0.0 error 301101: while defining texture “mentalrayTexture1”:mentalrayTexture1:
only writable textures may have [x y z] specifiers”
sorry but please could someone help me?

I think I’ve tried everything…
sorry for my english…^^
hi there,
just want to ask about light map,
is that we hav to assign manually each we acess the file?
(cause i hav to reassign the light map each time i reopen the file)
the name of the light map file hav to be different for different scene, isn’t??
that all i try in maya 6.5…
and it din work in maya 6 when i assign light map…it says rendering aborted
any idea??
the problem seem ok already(lightmap disappear),but still have problem with the maya 6 one.
just to share with what i did with that.this is just test shader on project i am working for.

is it normal to not see my bump map when i use the miss fast skin?
when using a blinn is see my bump map very clearly.
here is how i apply the bump map, i create a 2d bump node and my bump texture file attached to the bump value, and my depth for the bump is at .25, which is the value i usually use.
but my bump map is not as apparent as it is on a regular blinn as it is on the miss fast skin.
did i apply the bump the correct way? the bump slot does say “bump shader” does that mean i have to put a shader with the bump map applied to it in that slot? [which i tried, but did not work]
i can post pics if someone needs to see.
thanx for any help.
You just plug a bump2 node into the bump shader slot like you normally would, you need to turn on “Export With Shading Engine” in the shading group node for the miss skin in order for the bump to work.
thank you for the sggestion.
but like i said in previous post, ive been applying the bump correctly i think; put a 2d bump node in the bump slot of the shader.
and i tried your way of toggle export shading group to on. but that did not give good result.
i just want to make the bump a little more sharper, like the image of the regular blinn with bump at the bottom
thank you for the help.
