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Sub Surface Scattering

  • von*ferret
  • November 2, 2006 at 4:26 PM
  • von*ferret
    • November 2, 2006 at 4:26 PM
    • #1

    I know that many of you are pure game artists, but I was wondering if anyone here has worked with Sub Surface Scattering in 3dsmax?

  • atrocity
    • November 2, 2006 at 4:50 PM
    • #2

    No I have not but I heard there are some plugins or something you could use. If you begin to work with it let me know how it goes, I am not an organic modeler however it would be nice to see some work with it.

  • Kamikazi!
    • November 2, 2006 at 4:59 PM
    • #3

    Not to sound like an asshole or any thing, but have you tried searching in the help file? I am pretty sure mental ray can do it, and there should be a lot of documentation on it in there. I don't think the scanline renderer in max can calculate it.

  • von*ferret
    • November 2, 2006 at 5:00 PM
    • #4

    I"m asking because I can't get sub surface to work with another mental ray shader. I'm wondering if they have to share the same light map file. The help files does not go that indepth into the limitations of sub surface with other surface shaders.

  • Section_Ei8ht
    • November 3, 2006 at 4:37 AM
    • #5

    I've messed around with it in maya. Jeff Patton has some pretty amazing examples on his page

    http://www.jeffpatton.net/Max7/index.html

    http://www.jeffpatton.net/Max6/index.html

    I know the feeling. Its quite a bitch to find anything remotely coherant about advanced mental ray stuff.

  • von*ferret
    • November 3, 2006 at 7:02 AM
    • #6

    my orc had sss on it, but I can't rig the whole model if its not one object. and i can't apply the SSS and other shaders to different parts of one object or the back scattering breaks on the SSS.

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