SSS2 Compound
Plugins linking to this thread: (hide)
SSS2 Compounds 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
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
-
rray
- Moderator
- Posts: 1810
- Joined: 26 Sep 2009, 13:51
- Location: Bonn, Germany
SSS2 Compound
Hey all,
here's the factory SSS compounds equipped with the new mental ray 3.10 fast subsurface shaders.
Property pages have been modified so there's access to the separate RGB radii+modifiers which allow more physical looking shading.
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.
HF and post pretty pics ;)
Ray
DL:
here's the factory SSS compounds equipped with the new mental ray 3.10 fast subsurface shaders.
Property pages have been modified so there's access to the separate RGB radii+modifiers which allow more physical looking shading.
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.
HF and post pretty pics ;)
Ray
DL:
You do not have the required permissions to view the files attached to this post.
softimage resources section updated Sep 26th 2026
-
Maximus
- Posts: 1121
- Joined: 09 Jun 2009, 13:45
Re: SSS2 Compound
that was quick! Thanks a lot for this 
i'm tryin to figure out how to enable new ibl shaders but no success now
i'm tryin to figure out how to enable new ibl shaders but no success now
-
Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: SSS2 Compound
thx for the compound!
this is a first test with this shader.
diffuse map has real influence now which is really usefull.
the look is now independent from lightmap resolution and sss sample count compared to 1. fastskin.
i only used epidermal and backscatter together with a diffusemap. so its possible to tune the sss look more with special maps. only spec is used here because its faster to setup instead of reflection env placing. ;)
at the end this shader simplifies sss shading alot. more like arnold's standard one but with more control, which is nice.

this is a first test with this shader.
diffuse map has real influence now which is really usefull.
the look is now independent from lightmap resolution and sss sample count compared to 1. fastskin.
i only used epidermal and backscatter together with a diffusemap. so its possible to tune the sss look more with special maps. only spec is used here because its faster to setup instead of reflection env placing. ;)
at the end this shader simplifies sss shading alot. more like arnold's standard one but with more control, which is nice.

-
Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: SSS2 Compound
this is one with more contrast lighting. it shows a bit better the scattering itself. spec is a bit different then the first one, but sss is exactly the same. i am working on a version with reflections only, will post this later.


-
j3st3r
- Posts: 121
- Joined: 11 Jun 2009, 07:13
Re: SSS2 Compound
KZin, what about the skin shader with bleed? It was looking really simple to use, with only one texture needed...
-
Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: SSS2 Compound
this is the color bleed shader. sss2 is designed to render this kind of sss out of the box. or which shader do you mean?j3st3r wrote:KZin, what about the skin shader with bleed? It was looking really simple to use, with only one texture needed...
this is only the sss rendering with a simple diffuse color of the first image.
keep in mind that the diffuse color/texture has now direct influence to the sss, so this one looks a bit different because i dont tuned the diffuse color because i am using a texture for it.

Moderator edit: use either the URL tag or copy the actual image address into a IMG tag.
My previous edit was "silent", but I can't keep doing this... ;) - HB
-
j3st3r
- Posts: 121
- Joined: 11 Jun 2009, 07:13
Re: SSS2 Compound
I referred to the shader you made based upon the thread at cgfeedback. Only one diffuse texture and the shader creater very nice color bleed
http://www.xsibase.com/forum/index.php?board=12;action=display;threadid=45395;start=0#msg297853
Cheers
Jester
http://www.xsibase.com/forum/index.php?board=12;action=display;threadid=45395;start=0#msg297853
Cheers
Jester
-
Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: SSS2 Compound
ah, ok, you mean my bleed version of the first fast skin.j3st3r wrote:I referred to the shader you made based upon the thread at cgfeedback. Only one diffuse texture and the shader creater very nice color bleed
http://www.xsibase.com/forum/index.php?board=12;action=display;threadid=45395;start=0#msg297853
Cheers
Jester
the new one is much better because you have more control. if i need sss in the future i will use sss2. the other shader was only a test if its possible to create a look like this. but sss2 gives better results because the diffuse color/texture has more influence then in the first fastskin.
you can exagerate the bleeding in the sss2 much more, but it tends to look artificial if the bleeding is to strong.
the new shader creates rgb rendering for every skinlayer compared to the other approach and you have control on how strong it should be, so its better.
-
Rez007
- Posts: 609
- Joined: 12 Jan 2010, 14:51
- Location: Nevada
Re: SSS2 Compound
@Kzin - Wow! That is one of the most realistic renders I have seen, great job!
Is there a chance that you wouldn't mind sharing your scene file? You always do really nice renders and I would like to learn how you set things up from scale, lighting, rendering, etc. If not, I understand, but I just wanted to check. Keep up the great renders! (Images like this is exactly what the community needs to see more of to help emphasize what Softimage and Mental Ray are capable of doing.)
Is there a chance that you wouldn't mind sharing your scene file? You always do really nice renders and I would like to learn how you set things up from scale, lighting, rendering, etc. If not, I understand, but I just wanted to check. Keep up the great renders! (Images like this is exactly what the community needs to see more of to help emphasize what Softimage and Mental Ray are capable of doing.)
Co-Founder/Co-Owner 2GMG (2 Guys Making Games)
Creator of Blaster X HD https://itunes.apple.com/app/blaster-x- ... 51024?mt=8
http://www.facebook.com/2GMGames
http://www.twitter.com/2GMGames
Creator of Blaster X HD https://itunes.apple.com/app/blaster-x- ... 51024?mt=8
http://www.facebook.com/2GMGames
http://www.twitter.com/2GMGames
-
Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: SSS2 Compound
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.

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.

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.

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.

-
Rez007
- Posts: 609
- Joined: 12 Jan 2010, 14:51
- Location: Nevada
Re: SSS2 Compound
Once again, looks great! Thank you very much for sharing.
Co-Founder/Co-Owner 2GMG (2 Guys Making Games)
Creator of Blaster X HD https://itunes.apple.com/app/blaster-x- ... 51024?mt=8
http://www.facebook.com/2GMGames
http://www.twitter.com/2GMGames
Creator of Blaster X HD https://itunes.apple.com/app/blaster-x- ... 51024?mt=8
http://www.facebook.com/2GMGames
http://www.twitter.com/2GMGames
-
Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: SSS2 Compound
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.

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.

-
fjg
- Posts: 45
- Joined: 04 Feb 2011, 16:45
Re: SSS2 Compound
Thanks for posting these settings kzin - its helped me with this.
Are you using any camera exposure settings?
Are you using any camera exposure settings?
-
Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: SSS2 Compound
nice model. 
no, i dont use the exposure shader here. i use is very rarely because i dont kneed it most time.
no, i dont use the exposure shader here. i use is very rarely because i dont kneed it most time.
-
Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: SSS2 Compound
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.

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.
