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.








