PLEASE.help me to figure where the problem is and how to solw it!!thank you so much and HAPPY NEW YEAR I have a 3mm thick box with an SSS fast on it (trying to simulate CORIAN)above a really high intensity light (spot.but doesn't change at all with any other type) when i'm rendering "normal" on the box i can se the light coming through "the corian" making a really nice colored spot (like in a real life) but the magic goes away changing the camera angle from around 90° to 20° that makes this effect disappear and i can't see ANY light source I have a huge problem that i can't "bury" yet. I hope.įirst of all i would like to thank you for the all the greate articles you write that are incredibly detailed and well done!! From there on it should be fairly self-explanatory. Just put the file there, start Max, and you'll have a new " SSS Fast Skin+" and a " SSS Fast Skin+ (w. c:\Program Files\Autodesk\3ds Max ?\mentalimages\shaders_autoload\mentalray\include\.c:\Program Files\Autodesk\3ds Max ?\mentalray\shaders_autoload\include\.
Take the file skinplus.mi and save in your 3ds Max mental ray shader include autoload directory, i.e. If it makes your computer explode, so be it. I just havn't gotten around to posting it before.
It so happens I've had a modified version of the skin phenomena cluttering my harddisk for some time now. And indeed, Jonas, mentioned above, done exactly that. 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. So it's a wee bit hard to do from the UI. 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).
This is because a "material phenomenon" can't easily be combined with other things. Similarily for XSI, there exists a "split" solution already.īut the poor Max users are left behind. 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. it does all the magic for you! You don't need to think. 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". 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). the skin shader is that it uses light mapping. 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. The image on the right is by Jonas Thörnqvist, an increadibly talented 3d Artist, and it is created using the mental ray skin shader.
UPDATE : This is now updated with correct paths for 2011 versions UPDATE : The file is now updated to support also support displacement in a new 'SSS Fast Skin+ (w.