Join Andy Beane for an in-depth discussion in this video Subsurface scattering layer: Subdermal, part of Advanced Materials in Maya.
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- Now we'll dig a little deeper into the skin of our grapes,…literally and figuratively by starting here…with Exercise File 0305 Start.…With our grapes selected, we'll go in…and take a look at our subsurface scattering layer.…Again, we want to take notes on the settings…that we had for our weight and radius.…So, we'll go down to our notes field…and add that information in to this field.…So, we'll say epidermal scatter weight…will equal one, and the…epi scatter radius…will equal 20.…
So, we can go right back in here.…We do not actually have to turn…the radius back down to zero,…but we will change the weight to zero.…The next section we're going to look at…is the subdermal.…The subdermal is the deep tissue of…whatever material you're looking for.…If we were doing human skin, this would be…where the blood and muscle layers would be…and typically would be red,…but, since we're doing a grape, let's take a look…at what grapes would actually look like.…As you can see here, with the grapes that are cut open…the pulp of the grape is actually in a realm…
Andy Beane includes two methods for creating advanced Maya materials. He starts with smaller, easier materials that can be composited together. He then shows how to combine these same materials in an all-in-one-method for rendering, and evaluate the pros and cons of both techniques. Chapter 3 demonstrates the subsurface scattering (SSS) material in mental ray, which will strengthen your material toolbox, and shows how to composite the results in After Effects.
- Collecting and creating reference material
- Using simple materials vs. a large complex shader network
- Setting up the scene
- Creating alpha materials
- Compositing individual materials
- Putting it all together in one material
- Subsurface scattering with mental ray materials