Is there a mix8layer or mix20layer version compatible with maya 6.5 or 7.0 on linux? The ones I can find (1.1) are all locking up my mtor as soon as registered inside maya.rayrc.
misss tests
same exact problem I’ve got, it gives me those errors on all my files and in order for the render to work with updated maps, i have to reload the scene. I’ve not figured out a solution, but i figured converting to iff would probably have solved it, but you say it doesn’t. what about converting to .map?
Thanks for your reply to my questions about the spec maps Mr. Stahlberg. Very helpful.
Inorder to create this blue/cyan version of my spec map, would it work to simply grab my existing greyscale spec map and colorize it, making the less spec (darker) areas darker blue and more spec areas towards cyan?
What is your process like?
Thanks again!
Sir-Avalon and ZippZopp:
i haven’t found a true fix that actually makes the skin shader updated maps correctly, but i have found a workaround:
save incremental copies of your files in photoshop. for instance, i would save a file as HeadSpec01a, 01b, 01c, etc. it gets to be a bit of a drain on hard drive space, but you can go through and delete older increments as you go. also, since maya is caching each of those increments to memory, you’re increasing your memory use with each loaded increment, so i find after a while i need to reboot maya anyways, but at least it’s not whenever i want to render an updated file. i’ve sent Alias/Autodesk a bug report regarding this, and they said they would respond back within 48 hours. that was almost two weeks ago.
My lastest attempt with SSS
I used HDRI for lighting, 1 key light and one back light
This shader is great, but color mixing it is a headache … find a good place to plug texture is difficult … moreover, I must tweak my texture 's color, lightness … The base texture I make when testing with a lambert shader with Maya software must be tweak to work with front SSS slot, overall slot
Overall slot, Epidemal slot and Sub-demal slot of SSS have a kind of mixing…but I still CANT find a way, just tweak the texture, test…a trial and error way…
Anyone know how to MIX these outside maya, composite different pass of a SSS texuture…
now here’s a question: if you’re doing multiple models in a scene which use different SSS shaders, should you hook up a separate lightmap and lightmap texture write node to those other models, or should all the models in the scene share the same lightmap? how does file referencing affect this as well?
I am getting a strange effect when I use reflectivity. I have no spec. i read i need to turn up the sampling but i dont know what sampling. I have also blurred the hdri but it didnt work.
(these are not lit with hdri. the hdri is just for reflections)
1)with hdri map

2)without hdri map

what sampling do i turn up? thanks all
If you want to create a SSS for detail head and SSS for body … use the same lightmap for both of them to get seamless (The both SSS must have the same parameter)
Moreover, if your model use 2 SSS shader, change the light linking mode of each shader to 2… It will force SSS to use the light in scene.If not, you will get black skin (no light)
yeah, i’ve got multiple sss shaders working (although it doesn’t seem to work with light linking mode 2, only when i link the lights to the shaders individually. odd)
what i’m really wondering is if one should use separate lightmaps for separate characters. for instance, if you have three characters on screen, should you have 3 lightmaps, or should they all share it? and then if you are referencing files, how would one handle that across scene files?
Hey Everyone
Im working on this project for class and wanted to know how I could make her skin look a little more realistic. Thanks
Can anyone suggest how i can attach an animated transparency map to my sss shader?
Im working on a shot that involves skin to flake off the scalp revealing glowing embers below.
any suggestions would be great
SiRender:
Inorder to create this blue/cyan version of my spec map, would it work to simply grab my existing greyscale spec map and colorize it, making the less spec (darker) areas darker blue and more spec areas towards cyan?
A good starting point to make a spec map is to take the color map into Photoshop and use the Saturation/Hue control to turn the hue into its opposite - all the way either right or left. From there, I then darken some areas and brighten others. Then I test render and see if I need to tweak some more.
In your case, since you already did your spec map without color, you could take the Hue-reversed colormap and layer it over your spec map in Photoshop, and use the Color or Hue layer mode (which ever seems to work best).
i decide to render it after i learn mentalray from the thread “Vray like interior render by mentalray”. Thanks all of them shared the ways of use mentalray.:applause:
here is a test with misss_fast shader n displacemnt map

not so impress me yet. :sad:
C&C welcome.![]()
hey i had a similar problem but i didnt do it animated. I used the mixlayer8 shader to do my transparency. I needed the blood on this model to have a different shader. I would try looking into that. I think i got the mixlayer8 shader on highend3d.com. also make sure to connect the light map into the lightmap section of the mixlayer8 node so your sss works. you can find more about that here (http://forums.cgsociety.org/showthread.php?t=338974) or in this thread somewhere aswell… if you have any other questions let me know
http://i12.photobucket.com/albums/a233/malibubob/plain.jpg
the blood and skin are two seperate shaders
you might also try piping the SSS shader through a surface shader node or using a mr opacity_material. i haven’t used the opacity material at all, but it might work.
aight, for those who saw a few pages back i was working on this old man’s head. i finally got a finished piece out of it. here ya go, also, you can click the link for the full res render.
I have been fighting hard today with this shader to make it work, when I happened to came across something ZippZopp wrote a few pages back which I totaly had missed. It turned out critical since suddenly I got a much better overall look. I had forgot to connect every affecting light to the lightlist in the shader. Now the skin reacts differently from before. In a much better way too. Does anyone know the tech-stuff behind this difference? Every mental ray shader seemse to have a lightlist, so I guess this is something very basic? 


