SSS2 Compound

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SSS2 CompoundsAuthor: Reinhard Claus
Conversion of the SkinSSS and SimpleSSS compounds using the new Mental Ray 3.10 fastSSS2 shader. This shader renders more realistic looking imagery by allowing a different radius to be set for each of the red, green and blue components, simulating wavelength dependency.

Usage: Drag and drop the SkinSSS2 or the SimpleSSS2 node into the render tree, connect its »Surface« and »Lightmap« outputs to the main material, pick »User Tools->Create SSS Lightmap«, connect the new lightmap to SSS2's Lightmap input. More information can be found in the si-community thread, including some great looking test renders by Kzin.

local backup: SkinSSS2.xsirtcompound SimpleSSS2.xsirtcompound

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Kzin
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Re: SSS2 Compound

Post by Kzin » 14 May 2012, 22:55

these are the shadersettings for the renderings i posted earlier.
for the scale, the head is about 4,2 si units high, so i use realistic scaling and arealights with mr's physical lights node.

Image

here is a slighty tuned version with brighter lighting including the new ibl and also env reflections. this also shows that a real specmap is needed (spec is a bit to much in general) and not only one extracted from the dispmap. ;) i also used a bumpmap, gives some better reflection details.
bleeding is softer in this version.

Image

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Rez007
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Re: SSS2 Compound

Post by Rez007 » 15 May 2012, 20:20

Once again, looks great! Thank you very much for sharing.

Kzin
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Re: SSS2 Compound

Post by Kzin » 25 May 2012, 06:38

i did another one, this time with ibl only and fg for sec gi bounce, means no keylight. the one in the rendering is generated by ibl and intensity is set thru sun intensity parameter.
two things, its perhaps a bit to dark because of my actual poor monitor and i need to tune the spec more. but the sss ist the same like in the other renderings. there was no need to tune this for the new lightsetup.

Image

fjg
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Re: SSS2 Compound

Post by fjg » 25 May 2012, 13:48

Thanks for posting these settings kzin - its helped me with this.

Are you using any camera exposure settings?

Kzin
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Re: SSS2 Compound

Post by Kzin » 25 May 2012, 13:59

nice model. :)

no, i dont use the exposure shader here. i use is very rarely because i dont kneed it most time.

Kzin
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Re: SSS2 Compound

Post by Kzin » 30 May 2012, 07:22

i played more with the shader and changed a bit the sss itself.
this time i used a way brighter version of the colormap as input for the epidermal scatter. that results is slightly better color preservation for scattering and overall color rendering.
i also used tony reynolds rgb radii settings this time but i had to change them a bit for more appealing result. i also worked more on the spec, but its the end here without a custom painted map.

Image

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rray
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Re: SSS2 Compound

Post by rray » 30 May 2012, 17:48

Hey those are nice renders :-bd

I updated 1st post with a new version of SkinSSS2 and added the SimpleSSS2 compound

Kzin, diffuse having control over SSS was actually done by mistake. Although it obviously works out really fine, I repaired that in the new version because it's somewhat unexpected and some tuning control is lost. It's possible however to get the exact previous behavior by connecting the diffuse texture to both "Diffuse" and "Diffuse+SSS Multiplier" together - this is at least how it was wired by accident in the first version.

Old version still available here

Some other changes in the new version:
* Rendertree connectors/layout fixed, exposed "scale" for texturing and added Sampling Radius Mulitplier
* Tidied PPGs a little
* SkinSSS2 Compound has default values from Kzin's post above
softimage resources section updated Sep 26th 2026

Kzin
Posts: 432
Joined: 09 Jun 2009, 09:36

Re: SSS2 Compound

Post by Kzin » 31 May 2012, 07:55

rray wrote:Hey those are nice renders :-bd

I updated 1st post with a new version of SkinSSS2 and added the SimpleSSS2 compound

Kzin, diffuse having control over SSS was actually done by mistake. Although it obviously works out really fine, I repaired that in the new version because it's somewhat unexpected and some tuning control is lost. It's possible however to get the exact previous behavior by connecting the diffuse texture to both "Diffuse" and "Diffuse+SSS Multiplier" together - this is at least how it was wired by accident in the first version.

Old version still available here

Some other changes in the new version:
* Rendertree connectors/layout fixed, exposed "scale" for texturing and added Sampling Radius Mulitplier
* Tidied PPGs a little
* SkinSSS2 Compound has default values from Kzin's post above

thx, will test the new one as soon as possible.

Kzin
Posts: 432
Joined: 09 Jun 2009, 09:36

Re: SSS2 Compound

Post by Kzin » 01 Jun 2012, 06:36

first fast test with the new compound.
you have more control now thru the sampling radius multiplier, have to do more tests with it.

Image

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rray
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Re: SSS2 Compound

Post by rray » 01 Jun 2012, 20:51

Looks so good I'm considering shaving my eyelashes :o)

Here's a test I did with photon (lit with caustics only)

Image
softimage resources section updated Sep 26th 2026

fjg
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Re: SSS2 Compound

Post by fjg » 02 Jun 2012, 19:21

I'm curious about your lighting setups - seems like Mental Ray renders very dark unless I put an exposure
node on the camera, regardless of soft, ibl, or whatever. Without exposure on camera, when using
a spot (with attenuation, which I know will diminish the power), I generally have to turn up the
intensity to 200-1000 - just curious if this is normal. My models are all relatively to scale (10cm/unit).

Great renders - the updated sss seems much more powerful. One other question - is diffuse+SSS like an
additional 'scale' value?

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rray
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Re: SSS2 Compound

Post by rray » 02 Jun 2012, 20:58

@ second question: Yes, it's a multiplier or tint for the SSS and diffuse components. It is named "overall multiplier" in the original SkinSSS, I though I'd rename it so it's more clear that it doesn't affect anything else.
softimage resources section updated Sep 26th 2026

Kzin
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Joined: 09 Jun 2009, 09:36

Re: SSS2 Compound

Post by Kzin » 02 Jun 2012, 22:29

fjg wrote:I'm curious about your lighting setups - seems like Mental Ray renders very dark unless I put an exposure
node on the camera, regardless of soft, ibl, or whatever. Without exposure on camera, when using
a spot (with attenuation, which I know will diminish the power), I generally have to turn up the
intensity to 200-1000 - just curious if this is normal. My models are all relatively to scale (10cm/unit).
its ok, i had values of 6000 or higher for physical lights, but i render without exposure shader the most time. physical values are completely different to light without falloff and intensitys of one like in old school setups. physical sky shader for example and sun intensity values of 100 for ibl are normal settings.