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| Renderman for Maya Sub Surface Scattering settings |
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In this tutorials I will try to explain to the best of my knowledge of how to get a decent SSS(Sub Surface Scattering) within Renderman for Maya. Of course, you will need Renderman for Maya insalled in order to open up my working scene.
I have tried using the Renderman SSS in my previous project, Eddy and even though I have got some decent renders, I have yet to derive a way that work best for SSS settings, especially on the human skin. There is, in fact some preset settings you can use within the Renderman SSS that would serve as a great starting point for further tweak. I am put together a few renders using these preset settings, and also my own working scene for to better explain what I did.
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So, let's begin with how to add Renderman SSS to your material. From the blinn material, under Attributes -> Renderman -> Add Subsurface Scattering, and you will have the SSS added under the Extra Attrributes.


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I will try my best to explain each of the SSS attribute:
Scattering Strength - the intensity of scaterring effects, default of 1, maximum at 10.
Scattering Entry Tint - the color of the light enters the surface
Scattering Entry Tint - the color of the light exits the surface
Scattering Albedo - this is very much like the diffuse of the Subsurface Scattering, how much the SSS will be seen
Scattering Free Path - is the depth or distance the light will enter the surface, calculated in world unit
Scattering Filter Scale - blur away the banding effects, if any.
You can play with the settings here to have a feel of what they are. However, they is a way to load the Renderman SSS presets via the Scaterring Map.
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