I did some pasta using the VRay fastSSS2 with raytrace.
I wonder why I am getting some darkness in the corners. This is in Simple mode for the single scatter. And when I try Raytrace (refractive) mode, everything gets very dark.




I did some pasta using the VRay fastSSS2 with raytrace.
I wonder why I am getting some darkness in the corners. This is in Simple mode for the single scatter. And when I try Raytrace (refractive) mode, everything gets very dark.




Try “raytraced (solid)”. I can reproduce the issue with the refractive one - looking into it now.
Best regards,
Vlado
neat renders ![]()
makes me hungry…
Thank you Brendan, that’s the goal!
And thank you for looking into it Vlado. When I try Raytrace (solid) I get the exact same result but just longer to render. See here:

And with Raytrace (refractive):

Ok, will try to reproduce the darkening here too. It will help if you can send me a scene with just one macaroni piece to vlado@chaosgroup.com
Best regards,
Vlado
I just sent a scene to you
UPDATE: oups, it was stuck in my sending box. Now it is sent.
I am reading the doc for fastSSS2. Chaos Docs
I found some mistakes I think.
First: Geometry based sampling: I don’t see this parameter in the shader but it is the first you explain in the doc.
And then the parameters in the doc are not in the same order as they appear in the shader.
Also the parameter “Prepass rate” is not in bold and it’s inside the paragraph for Prepass ID instead of having its own paragraph.
Finally, there is no multiple scattering section. I would like to read an explanation of the 3 different mode for multiple scattering.
I am now trying to put some filling in those mezzelune pasta. I put a dark ball inside of it, but it just look like it’s a bright object instead of a dark one. It seems we can’t see something dark in transparency through the FastSSS2 shader. I wonder how I could reproduce this.
see this photo reference I am trying to reproduce:

Where could I find this head that we see in the help file? Is it possible to download it somewhere?
Ajax scan is here
http://www.jotero.com/objekte/Ajax\_Jotero\_com\_3ds\_obj.rar
Ok I didn’t know it was Ajax! thanks I will try to reproduce it to see what’s going on with this shader.
It might also be worth to try with the translucency in the VRayMtl material.
Best regards,
Vlado
I apologize if this has been said as I didn’t read through the whole post. It seems to be that where the dark areas appear in the sss, it should be brighter there? Now this does not feel natural to me…
I will try it too.
Exactly! the pointy parts should be brighter. I will try to expreriment at different scales to see if nothing improve.
Here are a few test I made with the ajax head.
Object-based illumination map-Raytraced(solid)-scale001, 010 and 100
-scale001-010-100.jpg)
Prepass-based illumination map-Raytraced(solid)-scale001, 010 and 100
-scale001-010-100.jpg)
Raytraced-Raytraced (solid)-scale001, 010 and 100
-scale001-010-100.jpg)
It seems a bit different from what we see in the vray3 doc. The reflection is now cut by the occluding pasrts of the object which I think is more realistic.
here the ones from the doc: single scatter was Raytraced solid (but multiple scatter was not specified).



About scale, it does change anything when the scatter radius is also adjusted we still get the dark corner with multiple scattering set to Ratraced. For my first renders the pastas were huge and I was using a radius of 4cm with scale 100. I then scaled them to real worl scale and I used a scale of 1 and a radius of 15cm for the render in this post. Once everything adjusted I got almost the same result.
I finally got rid of the dark corners by painting a map and using it as a diffuse amount map. I also added some speckles in that map. I used a blend material to add a loyer of smaller white speckles (floor) and a second layer of darker speckles too (wheat).

I also fixed the meat filling problem by painting a texture. I think we should not be afraid of painting texture to fake some effect with the fastSSS2, it’s a very nice shader with new raytraced multiscatter.
