Beauty isn't only Skin Deep: combining fast SSS with mia_material (A&D)
UPDATE 2008-06-27: The file is now updated to support also support displacement in a new 'SSS Fast Skin+ (w. Disp)' material

The image on the right is by Jonas Thörnqvist, an increadibly talented 3d Artist, and it is created using the mental ray skin shader.
Seeing some recent work from Jonas reminded me that I made some promises back in the day in this blog about tips on how to combine the "fast SSS skin" shader with the nice glossy reflective capabilities of the mia_material (i.e. "Arch&Design" in 3ds Max speak).
The trick w. the skin shader is that it uses light mapping. So the "material" that uses it must connect both a "surface shader" (the one which creates the actual shading) and a "lightmapping shader" (which is what pre-bakes the irradiance to scatter).
This is a tad tricky to do manually, and for this reason the skin shader is supplied as what is called in mental ray parlance a "material phenomenon". Well, suffice to say... it does all the magic for you! You don't need to think.
However, in some applications (notably Maya) this is different, and the skin shader comes shipped as a separate light mapping node and shader node, and there are scripts set up to combine them. Similarily for XSI, there exists a "split" solution already.
But the poor Max users are left behind. Like tears in the rain.
This is because a "material phenomenon" can't easily be combined with other things... coz it's a "whole complete package". And due to the peculiar requirements of the skin shader, it will not work if it is a "child" of some other material (like a Blend material in 3ds Max, or similar). So it's a wee bit hard to do from the UI.
However, what is not hard to do, is to actually write a different Phenomenon! As a matter of fact it is so simple, that I thought people would hop about doing exactly that left right and center. And indeed, Jonas, mentioned above, done exactly that. Which is why his renders are so cool.
It so happens I've had a modified version of the skin phenomena cluttering my harddisk for some time now... I just havn't gotten around to posting it before.
So, without further ado, here it is. It's experimental. It's unofficial. It's unsupported. If it makes your computer explode, so be it. Don't say I didn't warn you. Making no promises it even works. Etc.
Take the file skinplus.mi and save in your 3ds Max mental ray shader include autoload directory, i.e. it's generally something like:
c:\Program Files\Autodesk\3ds Max ????\mentalray\shaders_autoload\include\
Just put the file there, start Max, and you'll have a new "SSS Fast Skin+" and a "SSS Fast Skin+ (w. Disp)" among your materials. From there on it should be fairly self-explanatory. I hope.
Have fun.
/Z

Jonas "Incredible Hulk"
The image on the right is by Jonas Thörnqvist, an increadibly talented 3d Artist, and it is created using the mental ray skin shader.
Seeing some recent work from Jonas reminded me that I made some promises back in the day in this blog about tips on how to combine the "fast SSS skin" shader with the nice glossy reflective capabilities of the mia_material (i.e. "Arch&Design" in 3ds Max speak).
The trick w. the skin shader is that it uses light mapping. So the "material" that uses it must connect both a "surface shader" (the one which creates the actual shading) and a "lightmapping shader" (which is what pre-bakes the irradiance to scatter).
This is a tad tricky to do manually, and for this reason the skin shader is supplied as what is called in mental ray parlance a "material phenomenon". Well, suffice to say... it does all the magic for you! You don't need to think.
However, in some applications (notably Maya) this is different, and the skin shader comes shipped as a separate light mapping node and shader node, and there are scripts set up to combine them. Similarily for XSI, there exists a "split" solution already.
But the poor Max users are left behind. Like tears in the rain.
This is because a "material phenomenon" can't easily be combined with other things... coz it's a "whole complete package". And due to the peculiar requirements of the skin shader, it will not work if it is a "child" of some other material (like a Blend material in 3ds Max, or similar). So it's a wee bit hard to do from the UI.
It so happens I've had a modified version of the skin phenomena cluttering my harddisk for some time now... I just havn't gotten around to posting it before.
So, without further ado, here it is. It's experimental. It's unofficial. It's unsupported. If it makes your computer explode, so be it. Don't say I didn't warn you. Making no promises it even works. Etc.
Take the file skinplus.mi and save in your 3ds Max mental ray shader include autoload directory, i.e. it's generally something like:
c:\Program Files\Autodesk\3ds Max ????\mentalray\shaders_autoload\include\
Just put the file there, start Max, and you'll have a new "SSS Fast Skin+" and a "SSS Fast Skin+ (w. Disp)" among your materials. From there on it should be fairly self-explanatory. I hope.
Have fun.
/Z
Labels: Max, mental ray, mia_material, skin shader, sss


23 Comments:
can i use this for maya?thanks :D
*This* phenomena? Not sure it it works in Maya as is.
But you don't really *need* it for Maya. In Maya, you can
- Use a mia_material_x
- Put your current SSS surface shader int' it's "additional_color" input
- turn off the SSS shaders speculars, reflections and unscattered diffuse
Et voila!
Same thing, pretty much.
/Z
Hi masterZap.
I am taking the occasion to jump on this. A&D shader to conserve energy and not emit more light than you receive which great.
I was wondering if it was the case with fast skin shader and if not does this setup respect that ? It looks like that the fast SSS is piped in the diffuse of A&D
Cheers.
H.
"But the poor Max users are left behind. Like tears in the rain." Come on master zap, tell us how you really feel about 3D max.
great blog..unlucky me i missed it this long...count me as regular visitor now onwards..
as said above - great blog :) Thanks for sharing!!
Learning loads about mental ray ... cheers!
This post has been removed by the author.
Thx for the maya tip, master Zap!
Hey Zap thanks for the awesome shader. One quick question though, is there a way to get a displacement slot somewhere in there? I'm not code savvy at all, I can more or less plug things into their proper slots in the Mat Editor and thats about it. Any help would be appreciated!
This works great in Maya 8.5 with mia_material thanks Master Zap!
Zap thanks for posting this up...I'm sure it just didn't have time to make it into the release.
We all know you love MAX!
This shader works great!!!!
Hmmm...ever get around to the displacement issue?
Can't figure out how to use this one with displacement
Thanks a million for posting this. It looks awesome "straight out of the box" with a daylight system :)
I updated it with displacement now, for all those of you who asked. Just re-download skinplus.mi and use the new "with displacement" version.
/Z
Hey Zaps, nice one.
Ive been struggling with mia and misss for some time on (through mixlayer).
Does this work with Maya 2008? I added it, and can se the node and its parameters, but cant assign to any object.
I cant seem to make this work in max...
I downloaded the SSS Fast Skin+, Then I made a Blend and put the fast SSS+ in the Material 1 slot and a standard material in Material 2 slot then used a standard B&W .TGA for the mask, but the SSS material isnt doing its thing... am I doing something wrong?
hello master zap, i'm a 3ds user and i'd like to create a simple leaf texture that lets light goes through just like it would in real life... i don't really want to model the leaf shape, is there a way to use an opacity map to the SSS map? thanks!
hi dear master zap,i download this amazing shader and use it,thanks for sharing ,but i have a problem,since i working on character i prefer to use uv regions,i have 4 uv region for my character,but when i want use skin+with multi sub the displacement doesn't work,i check one one of jonas scene(troll from gnomonology),he use composite map instead of multi/sub-object,but it dont work too,please help me thanks
thank u very much.......... really thankfull to u
very cool,
works great for Maya, but I had to add the lightmap to the mia_shadingengine or the sss didn't show up.
Thanks for another great tip.
I'm curious, what is the difference between your two shader and the Fast Skin and Fast Skin+Displacement that are included in 3ds max 2009? I just recently discovered this blog post, so I'm wondering if, perhaps, you made these shaders for max 2008, and Autodesk included them as part of 2009. Thanks.
Hi.
Great shader. But It appears as if the strength of the normal map is at the default 30%, like when you apply a normal bump in default shader. I usually turn this up too 100% to get normal maps to show correctly at full strength. Is this a problem with the shader? Is there a way to turn up the strength of the normal map. It renders as if the normal is only at 30% full strength.
Cheers
Glen
I should mention I am rendering out the shader on game res models. Lower poly. So im soley relying on the normal map for all the details.
I cant get MR to display normal maps with SSS in any shader correctly.
Cheers
Glen
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