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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rray
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SSS2 Compound

Post by rray » 13 Apr 2012, 23:36

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:
SSS2.zip
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softimage resources section updated Sep 26th 2026

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Maximus
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Re: SSS2 Compound

Post by Maximus » 14 Apr 2012, 00:11

that was quick! Thanks a lot for this :)
i'm tryin to figure out how to enable new ibl shaders but no success now :(

Kzin
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Re: SSS2 Compound

Post by Kzin » 12 May 2012, 21:54

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.

Image

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Memag
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Re: SSS2 Compound

Post by Memag » 13 May 2012, 18:00

Scary realistic.

Kzin
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Re: SSS2 Compound

Post by Kzin » 14 May 2012, 07:04

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.

Image

j3st3r
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Re: SSS2 Compound

Post by j3st3r » 14 May 2012, 07:23

KZin, what about the skin shader with bleed? It was looking really simple to use, with only one texture needed...

Kzin
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Re: SSS2 Compound

Post by Kzin » 14 May 2012, 08:37

j3st3r wrote:KZin, what about the skin shader with bleed? It was looking really simple to use, with only one texture needed...
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?

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.

Image

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My previous edit was "silent", but I can't keep doing this... ;) - HB

j3st3r
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Re: SSS2 Compound

Post by j3st3r » 14 May 2012, 10:12

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

Kzin
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Re: SSS2 Compound

Post by Kzin » 14 May 2012, 10:46

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
ah, ok, you mean my bleed version of the first fast skin.
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.

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Rez007
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Re: SSS2 Compound

Post by Rez007 » 14 May 2012, 21:40

@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.)

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