Here's some suspicious looking random creature i made today just to test some SSS shader with all kinds of maps. Rendered with mentalray. I used mesh with around 45k polys for the render + normal map. I couldnt bother remeshing to get lighter base mesh.
ok i opened youre youtube link and saw your wrote about this - thank you - but in maya and mental ray were we should loud this map ? for example for sss material in mental ray wiche atribute in it sitting is for this map (i mean for example specualr plase ? or diffuse and like this )
Is it possible to have ShaderFX output the resulting shader into a renderable material? I understand some elements (like SSS for example) cannot be setup with max material like that. But if it could at least set up a diffuse/normal/spec/color values, etc etc. Not sure if that's possible, but it'd be damn cool
Why don't you just make a cube map of the whales interior? You may need to clone the whale, 1 part scale it up, and apply that cubemap to the smaller piece, while keeping a translucent SSS on the outer piece, so you can see inside. Just some thoughts.
This turned out really nice! great progress as well. I think my main crit would be the skin feels very flat and could use a bit more softening with SSS. The hands also could use more values and color. Overall, she looks great though, nice job.
I'm not sure what you expect. You have the shadowcatcher material working and you're brute-force rendering a 2K animation. 2 hours for a 2K clean offline render isn't bad. What are your settings? Are you using motion blur? Are you using glossy reflections? SSS on the plant?
The justification for using a different texture for the head is usually so it can use it's own material as efficiently as possible, right? Naughty Dog is using a cut-down fake SSS shader for their heads, and it sorta makes sense to only pay for the fancy shader for the 256 or 512 head and not the entire 1024 character,…
well Ive never used shave and a haircut before(..or maya), but we always do a seperate scanline pass for hair with matte objects since it speeds things up 10x. maybe you could give that workflow a go? it'd solve the issue with SSS, and GI could be done with proxy objects
At the risk of sounding like an ass, this is almost an add-on but it can't be used like one because it's not structured like one. I turned the general baking panel into one to quickly test it, feel free to @ at me if you want a copy. I can't guarantee everything is working because I didn't try out all features yet. I'm…
Its generally a good idea to split materials and texture sets based on shading. For example, you don't want the cloth to have sss while you want the skin parts to have. So the most logical way to split in this case, is to have a texture set for the skin parts, and another for everything else.