Skip to main content

Subsurface Scattering (SSS) Materials

organic materials whose appearance depends on light scattering among multiple layers. 3ds Max provides four of these materials. Each is a top-level wrapper (a “phenomenon”) for shaders whose controls are documented in the Standard mental ray Shader Libraries document.

4 Types:

Material Name mi Library Shader Name
SSS Fast Material misss_fast_simple_phen
SSS Fast Skin Material misss_fast_skin_phen
SSS Fast Skin Material+Displace misss_fast_skin_phen_d
SSS Physical Material misss_physical


Example:


SOURCE:
http://artedesaber.com.br/wp-content/uploads/2015/12/SSS-Material.jpg


SOURCE:
https://docs.unrealengine.com/udk/Three/rsrc/Three/ScreenSpaceSubsurfaceScattering/SSSBreakdown.jpg




SOURCE:
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-30F365F1-602D-4E7D-8C97-6BF67673683B-htm.html

Comments

Popular posts from this blog

Error Message: You Must Have Valid Objects Selected

When we get this error message, make sure "view" is selected in the render settings window. Also, make sure it is VRay and "Bucket" for type is selected. Forum Post: https://forums.autodesk.com/t5/3ds-max-forum/you-must-have-a-valid-object-selected/td-p/6242993

3DS Max Fundamentals - Open/Closing

We open objects when we want to make edits We close the group when we go back to staying in a group of objects

Fundamentals: Select and non-uniform scale

Select and non-uniform scale this icon selected, we can change location of edges when selecting edges of object Ex: We select both edge loops before the Select and non-uniform scale Before After Both edge loops selected and with select and non-uniform selected, we scale (r) to spread them apart equally