Hey all,

I’m on vacation until the 27th or so at the Comic-Con in San Diego. I’ll be the guy wearing ordinary clothes, looking totally normal. You can’t miss me.

If you’re going and want to grab lunch or whatever you can e-mail me at MrBluesummers@MrBluesummers.com!

I’ll upload photos when I get back.

Welcome to the second part of my sub-surface scattering guide for 3dsMax and mental ray. In this epic tutorial we’re looking at how you can use mental ray’s Sub-Surface Scattering (SSS) tools in order to make your renders more realistic. This technique is often misused, misunderstood, and- if implemented wrong- can seriously affect your render times. After reading this tutorial you’ll walk away with a broad understanding of both the concepts behind SSS and how to implement it effectively in 3d Studio Max and mental ray.

Just like before, I’ll be explaining things from the perspective of a beginner/intermediate user.  You should know what mental ray is, how to enable it, and how to create new materials.  I’ll provide you with downloadable source files along the way so you can have a starting point for any complex effects.  I strongly recommend that you at least glance over the first part of this  SSS guide in order to make sure you have a strong understanding of the basic concepts before tackling this second section.

Remember that this guide is geared toward discussing what options are available in the 3dsMax implementation of mental ray, followed by detailed guidance on each material and shader type.  Toward the end of this section we’ll put these concepts into practice by manipulating renders step-by-step.

In part 1 of this tutorial we discussed

Then, in Part 2 of this tutorial we’ll discuss

You can download my starter scene here, though I’m not including the texture files because they’re copyrighted so you may get an error message.  Any complex materials I create will be provided through a scene file, too.

In this epic tutorial we’re going to take a deep look at how you can use mental ray’s Sub-Surface Scattering (SSS) tools in order to make your renders more realistic.  This technique is often misused, misunderstood, and- if implemented wrong- can seriously affect your render times.  After reading this tutorial you’ll walk away with a broad understanding of both the concepts behind SSS and how to implement it effectively in 3d Studio Max and mental ray.

SSS Foggy Glass Example

SSS via parti-volume shader (Part 2)

I’ll be explaining things from the perspective of a beginner/intermediate user.  You should know what mental ray is, how to enable it, and how to create new materials.  I’ll provide you with downloadable source files along the way so you can have a starting point.

We’ll begin by getting a strong understanding of what options are available in the 3dsMax implementation of mental ray, followed by detailed guidance on each material and shader type.  Finally we’ll put these concepts into practice by manipulating renders step-by-step.

In part 1 of this tutorial we’ll discuss

Then, in Part 2 of this tutorial we’ll discuss

    You can download my starter scene here, though I’m not including the texture files because they’re copyrighted so you may get an error message.  Any complex materials I create will be provided through a scene file, too.

    Hey all,

    Running into some nasty errors.  Working on fixing them; sit tight.

    This is the starter scene file for the sub-surface scattering tutorial that’s going up tomorrow (part 1 at least).  You can download this file and get immediate results.  The material I’m using is the default SSS Fast Material with the following changes:

    • Turn on “Advanced options” > “Scatter indirect illumination”.
    • Turn off “Advanced options” > “‘screen’ (soft) compositing of layers”.
    • “Advanced options” > “scale conversion factor” is 0.3

    Consider rendering this with the Free High-Res HDRI Pack I’ve posted.

    SSS Starter File Preview Image