I thought that going from the reverse side to the front was forward scattering because the light is going straight through. Subdermal scattering would be mostly backscattering (light coming back out of the same direction it went in). But meh it’s all semantics I guess 
Human Skin WIPs and Tips (Everyone feel free to post your own skin WIPS here too)
Well, here is my post for the skin…been working on it for a while… i would love to hear your opinions… this is rendered in Mental Ray with three lights…

Hi all just a quick question. I was playing around with SSS last night but I keep getting this mysterious scratchy effect and I have no idea why. Sorry if this question has already been answered here i started reading through this thread but it’s very long. I’ll be posting up a bit of a wip hopefully. Bump has been turned off so people can easily see what i’m talking about. Thanks in advance for help and tips 

ps - hope this code works i’m a total noob when it comes to putting my images in forums.
Publicbob, you’re not telling us what renderer you are using! It would probably be quite useful to know, but it it’s Vray I had some similar artifacts…
Looks like an orthographic view. If this is mr, I know the shader isn’t terribly fond of orthographic views, it should be a perspective view.
/Z
Hi, I’ve been working on a 3D portrait for my demo reel on 3Dsmax 9. Now since I wanted to get a lot of facial detail in there I chose to create a displacement map in ZB3. It works very well when applied through a standard shader with an intensity of 25, color map in output enabled and values set to -.5 and .5, but as soon as I apply the map in a SSS disp.&bump shader the effect of displacement seems to completely dissappear. Any tips on this issue would be more than welcome! Please enlighten me!
By the way I forgot to mention, I am using a multi sub-object with 2 different material slots. Could this be causing the problem? My renderer is mental ray.
sorry for the late reply… i had more or less the same problem… this may help you out… change the sample rate of the sss shader and the maximum sample from sample per pixel of sampling quality rollout
Thanks for the quick answer
Well, I ended up fixing the problem by using the displace modifier in combination with a turbosmooth and the SSS shader. The turbosmooth has 3 render iterations to get all the detail from the displacement map in there. All you have to make sure is that, in your displacement panel under the render rollout, you turn down the subdivision level. In max 9 it is set to 16K by default, (I switched it to 4, the minimum, without seeing any loss in detail) which will most likely make max crash while rendering, mental ray will give you an error message telling you that it cant allocate enough memory for the job at hand and max will shut down.
thanks for suggestions and sorry i didn’t supply enough info. It was indeed a orthographic view but it was happening in perspective view also. I was using mr renderer and i discovered that it was due to me having a bad lighting/shadow setup. I’ve since solved the problem simply by turning off my shadows on lights that shouldn’t have had them on anyway. I’m not sure that my solution is really a good one though because i still don’t know why exactly it happened, no do i know what i should do in the future if it happens again with a ‘correct’ lighting setup. Unfortunately due to a lack of time i cannot pursue the issue nor can i follow through on my previous promises of wips… :sad:
Sorry me if I interrupt some conversation going on.
I just wanted to ask about the different layers in miss_fast_skin. Specially Epidermal and Subdermal. I have been reading and studying other people maps, documents, but still I cant figure out what Epidermal stands for (relating to maps).
As long I know, Subdermal color maps could include veins, underskin red spots, and areas, etc But still cant get what Subd Radius does.
Epidermal color slot, I thought it was to separate wich areas were scattered and which not, So I could say,“ok, this part is near to the bone, then it should be less scattered - Black-” and so on. Or to say which areas were darker, like moles, freckels, dirt, etc But I couldnt find any pattern in the epidermal maps Ive seen, they look more like a Dark Occlusion map. Any hint here?
Sampo’s skin material 0.6
Here’s my attempt. Rendered in default Max scanline, standard material, two basic lights with shadow maps. 2-4 seconds render times for these test pics.
Pros:
- Fast
- No UV’s (fully procedural)
- Easy to setup and tweak
- kinda mimics SSS and GI
Cons:
- Not good for closeups
- a bit plastic
- not scientific at all


hi dogway, sorry for the late answer, if you still have’nt found the ans i think this would help…
Hey, here is my contribution to this thread… i think the skin can use more work… but critique away…
thanks
Thank you… I am still learning the craft of creating believable human skin (the hardest for me is creating a human child) with all of the imperfections… more to come…
Is that a head or an orange? Har, har, har, har…but seriousely, it needs work. Look at a picture (or in a mirror) from time to time to see if your colors still match.





