Ammmaazing tutorial!!!! Translucency and subsurface scattering were two difficult subjects for me but your amazing easy explanation really cleared the concept and functionality. Fantastic demonstration.
Yet another great tutorial! The explanations are what set your tutorials apart from many others. Knowing why you push a button is so much better than just being shown which button to push. Doing it your way makes transferring everything you've learned from a tutorial to one's own projects so much easier. Thanks once again!
Hi, thanks for you feedback. However, I think it is easier to understand all the shaders parameters on a simplified object though where you can clearly see what effect each parameter has :)
@@JonCG eww he isn't your slave/don't do tutorials for you ! "You should do this you shouldn't do that" if ur unhappy please buy a personal teacher and ask him to teach exactly how you want 🙂(if he don't quit the job too fast I'd be happy for you)
Great and in-depth stuff as always.. i wish V-ray would improve their SSS models and simplify them. SSS in vraymtl: is too confusing with way too many parameters that needs balancing, it shouldn't be necessary, and is it single-bounce? FastSSS2: More simple to use, but has no glossy fresnel / micro GGX also limited to single bounce. Alsurface: seems to be the best solution for skin, but i dont get why v-ray left out the 3 layers specular component from the original ALsurface in Arnold. VolumeScattermtl: The superior SSS model using Randomwalk scattering. Full control of bounces etc. but it's feels unnecessary that we have to use it with vrayblendmtl to get the refractive/reflective component, should be made into the mtlnode itself. It also doesnt work in V-ray GPU and generally seems slower than the other randomwalk SSS models out there in other renderers. they should really rework the SSS approach in V-ray as this is too confusing for new users and perhaps make it into a single unified SSS node. This is in my opinion one of vrays biggest weaknesses currently. Oh well, i should probably post this on the forums instead :D
Hi, thx for your comment! I would agree for the most part! VRayMtl yes is single-bounce only. ALSurface, didn't know the original had 3 layers of specular. For the sample picture I actually needed a 3rd specular to make the lips and around the eyes more wet. I ended up using a BlendMtl set to additive and added another VRayMtl with Black diffuse on top. Not physically accurate but simple nonetheless. VolumeScatterMtl I left out on purpose, it feels too stripped down to be really usable from an artist standpoint and I think it would require too much custom setup with combination of BlendMtl. Didn't really use it much so far. Maybe I should give it another go, I will see if can get someting useful out of it. All in all I think the ALSurface currently is overall the best option with the least amount of downsides :) At least for non refractive materials.
Hallo Jonas! Mich wundert es immer wieder, dass so viele User VRAYALSURFACE Material in 3dsmax nutzen, um damit ultra realistisch zu rendern. So wie ich gerade schaue und teste und mir dabei deine Videos anschaue, haben wir tatsächlich im Material Editor unter 3dsmax , sobald wir VrayALSurface auswählen, tatsächlich nur wenig für Maps zu verfügung, sowie ich das von anderen Apps kenne. Bei anderen Renderern haben wir z.B auch den Specular Slot, den Roughness Slot, den Ambient Oclusion Slot und so weiter... Aber unter VrayALSurface sehe ich tatsächlich nur als hauptsächlichen Parameter SSS Funktionen. Diffuse und Relection ist auch dabei.. Unter Textures ganz untern sehe ich war Relf2 roughness, aber hauptsächlich nur SSS Funktionen. Wie möchte man denn ohne eine Specular, oder Roughness Map ein realistisches Gesicht machen? Kann doch nicht sein, dass wir nur eine Diffuse map UND SSS brauchen. LIebe Grüße
Hallo, ich bin mir nicht ganz sicher was du meinst. Es gibt im AlSurface Material durchaus inputs für Specular/Roughness maps. Man kann sogar 2 verschiedene Specular/Roughness zusammen blenden. Der Grund warum es so viele verschieden SSS Materialien gibt ist weil viele davon noch für Abwärtskompatibilität weiter unterstützt werden. Der Workflow und die Features sind in allen Materialien leicht unterschiedlich, du kannst also einfach das Material benutzen mit dem du am besten zurecht kommst.
Thank you do much! If you don't mind could i ask you if it's possible to use sss with diffuse texture when I try it just everything the subsurface color.
Hi, I'm confused, this is VRay 5 or? Or do you mean the VRayMtl? You can find it explained in this video here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-lM_WW0Cg7Io.html
Very informative but you never actually show how you hook up the maps, set the bump values, mask micronormals or roughness, set bitmap colorspace etc... Infact, the only time you see a realistic human is in the intro. This is not a realistic skin tutorial, this is a general subsurface scatter tutorial that touches very little on realistic human skin.
Hi, i think you are correct. I have the setup tutorial for skinshading like in the thumbnail on my Patreon though. I will think about changing the title for the video to avoid confusion.