To bake SSS into a lowpoly model I think you'd have to use Mental Ray with max's Render-to-Texture. These shaders are for hardware rendering only, in the viewport.
Nice! The first thing that comes to mind is how useful that looks like it would be for controlling subsurface scattering. That would do wonders as a mask for a SSS map.
Something looks out of scale. Cant tell if it is the SSS or the shiny-ness or something else. It looks like you have made something the size of a newt or something.
Half Lambert with, with an Exponent control, and Lerp for the fall off color for SSS solution. Multiply AO over total diffuse/total spec and control it via a constant.
2nd part of my tutorial to fake lighting and SSS into a texture : [ame=" https://www.youtube.com/watch?v=42p13L201_8"]https://www.youtube.com/watch?v=42p13L201_8[/ame]
Hi, Thank for the reply.. I saw the article didn't try it though. But i bought the Amplify shader it have a translucent nod, it can be used for sss materials..
Fantastic work! I personally think the SSS is a bit too heavy making her look a touch on the translucent side, but a minor critique for a really kickass model!.
Thanks you Chaos This is a nice real time UDK SSS shader. Much the same set up as UDN basically but added tessellation and displacement. Here is the network:
Kinda surprised at Blur... to much SSS on the dude and all the lip-synch was kinda off... looks interesting though :) Looking forward to seeing lots of in-game stuff.