I’m comparing the skin shaders in vray and mental ray, and am having a hard time creating the backscatter on the ear (see above). As you can see, I’m getting a trasclucent skin color (as if the head was ivory), and not the blood-red color I would expect to see there.
Comparing the shaders two we have: MR Fast Skin Maya / VraySSS2
diffuse / diffuse
epidermal / sub-surface
subdermal / scatter
backscatter / ***
So while in MR there is a parameter for the backscatter, there is no equivalent in the vray SSS2 shader. Given that, how would I get the vray shader to produce similar results on the ear?
Let me add that increasing the prepass rate does seem to improve this, but I am still not getting the red back scatter I would like to see.
Thanks, that’s was a good tip. Actually tho, what worked was making the scale smaller. Here’s a comparison again (all with a prepass of 1):
I do wish that in a future version that we could have individual “artistic” control over the back scatter and subsurface effects like in the MR shader.
In particular here, I would like to have the terminator on the face be more orange, while the back scatter on the ear would be crimson. I can of course achieve this with maps now, but having that added control would be nice.
Best way to do it is with the scatter radius, don’t get too much scatter on a face, it’s a simple mistake to make and it looks like they’re made of wax. There’s a couple threads on the forums about SSS2 shader that people have done (myself included). You can control the backscatter color by changing “Sub Surface Color” and “Scatter Color”.
Right, I get all that. What I am saying is that the way the shader is designed it is not possible to change the scale/scatter radius of the back scatter without simultaniously changing the scale/scatter radius of everything else. Likewise, the color of the back scatter cannot be controlled independently of the overall subsurface color. I miss that flexibility, and would prefer to be able to have the option of tweaking them independently if desired.