Anyway, they basically hooked up a gradient map to a sphere’s vraymtl refract and translucency slots.
I try the same settings in Maya but just don’t even seem to get a resemblance:
I presume it’s some translucency settings but I can’t seem to work it out.
Anyone know why this scene doesn’t work?
On a further note, why is the translucency so high? 1000000000.000? Is it possible to get this to use Maya’s units or something more relative? Having a thickness of 1=1cm would be more logical I think.
He seems to have used a standard vraymtl - these are the settings he was showing in the video - apologies for the low video/flash resolution but I’m sure any vray user would be familiar enough…
I just can’t get the same effect.
I notice that translucency is off in 3DS Max, yet he still puts the gradient in the translucency slot.
ok i think i was able to reproduce this result in maya. While its called translucency map slot in 3ds max, if you notice the actual translucency is unchecked which means that particular shader is not driving the sss at all. In vray for maya the shader is structured some what differently then in max. What you need to do is make a gradient and attach it to the self illum slot of the diffuse component, then also to refraction and you may get this result I have attached a sample scene which may help. fake_sss_Scene.zip (6.94 KB)
Thanks Dmitry! This was the problem, putting a self-illuminated gradient allowed a sphere light inside to emit though - so this is exactly working how the the max scene was doing it - it was indeed the names that confused me.