Hi,
We have a project where a client wants to translate some old VRayMtl shaders into OpenPBR for interop. The preferrable way to do so would be to use the LookDevX editor. The original materials were created with Maya V-Ray. Rendering, at least within Maya and a few other DCCs, would still be V-Ray, so the main benchmark is within the same DCC and renderer.
For the most part, the translation is very straightforward, but we are stuck when translating Subsurface Scattering effects, and currently that’s the main source of differences.
Checking this documentation about the OpenPBR shading model, I’m slightly confused when it comes to the parameter mapping:
| OpenPBR name (data type) | V-Ray plugin name (data type) | Maya UI name | V-Ray GPU support |
|---|---|---|---|
| subsurface_weight (color3) | translucency_amount (float texture) | SSS Amount | Yes |
| subsurface_color (color3) | translucency_color (acolor texture) | SSS Color | Yes |
| subsurface_radius (float) | fog_color (color) | Scatter Radius | Yes |
| subsurface_radius_scale (color3) | fog_mult (float) | Scale (cm) | Yes |
Are subsurface_radius and subsurface_radius_scale inverted? The color is being plugged into the float, and the float is being plugged into the color. If not, how exactly should the translation be handled in this case?
Any help would be appreciated!