I'm trying to get my head around the Vray skin shader. I'm used to mental ray fast skin shader. Here are some questions:
1) can someone point me to some good tutorials? I did a Google search and came up empty handed.
2) Normally I would zero everything out on a shader and then turn stuff on one item at a time to see the affect. If I set everything to zero on the skin shader however still get a Lmabert gray. Same thing with the vrayMtl. What's up with that?
3) The Vray skin has diffuse, sub-surface color, and scatter color. The MR shader has
diffuse (I assume that's the same),
epidermal color, weight, and radius
subdermal color, weight, and radius
back scatter color, weight, and radius
I'm guessing that there is only one radius for the whole vray shader (scatter radius) along with the scale which would be the same as the MR algorithm control scale. I don't see any weights, but I'm guessing that this is set up more like the skin is in Modo where front and back scatter is controlled with the vray phase function. The thing is in Modo skin shaders are usually stacked so it would consist of 3 shaders layered on top of each other each with different settings to emulate the epidermal, subdermal, and backscatter layers. Here an example of that in Modo.
Really what it boils down to is me not being clear on the best workflow, since in both Modo and mental ray I would work by zeroing out everything to black and then set each attribute in isolation step by step. That does not seem to work here. The scatter color for example seems to be dependant on the sub-surface color for example.
So any tips would be welcome!
1) can someone point me to some good tutorials? I did a Google search and came up empty handed.
2) Normally I would zero everything out on a shader and then turn stuff on one item at a time to see the affect. If I set everything to zero on the skin shader however still get a Lmabert gray. Same thing with the vrayMtl. What's up with that?
3) The Vray skin has diffuse, sub-surface color, and scatter color. The MR shader has
diffuse (I assume that's the same),
epidermal color, weight, and radius
subdermal color, weight, and radius
back scatter color, weight, and radius
I'm guessing that there is only one radius for the whole vray shader (scatter radius) along with the scale which would be the same as the MR algorithm control scale. I don't see any weights, but I'm guessing that this is set up more like the skin is in Modo where front and back scatter is controlled with the vray phase function. The thing is in Modo skin shaders are usually stacked so it would consist of 3 shaders layered on top of each other each with different settings to emulate the epidermal, subdermal, and backscatter layers. Here an example of that in Modo.
Really what it boils down to is me not being clear on the best workflow, since in both Modo and mental ray I would work by zeroing out everything to black and then set each attribute in isolation step by step. That does not seem to work here. The scatter color for example seems to be dependant on the sub-surface color for example.
So any tips would be welcome!
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