SSS (surface scattering)
simulating Subsurface-Scattering with Maya/Mental Ray
(btw: It will also work with XSI I think !)
First of all I have to say that there are two ways
(or maybe even more !) to simulate Subsurface scattering.
You could use a real material-volume-shader and a few sampler/light-info nodes and a lot of time for tweaking
and tuning !
pros: maybe a better look
cons: very slow, new calculation for each frame, complex setup
So.... 'I did it my way !'
and this one is pretty fast and easy to setup !
The idea :
Take an empty bottle and a cigaret and blow some smoke into the bottle.
Then take the bottle and hold it under a bright halogen lamp.
But see it yourself !
Okay lets start with some easy modeling ...
Create Poly-Sphere
Give it a radius of round about 5 and 8 by 8 Subdivisions
Get into the component mode and selct all faces
Make sure that you switch off 'Keep Faces together'
(under Modeling > Polygons > Tool Options)
Extrude your selected Faces ...
Local Translate Z : 0.2
Local Scale X/Y/Z : round about 0.4
(simply something like this )
Now Extrude your Faces again and again so that
you will get something like this:
smooth your spiky ball two times
(Modeling > Polygons > Smooth)
Modeling done !
Go to your Mental Ray Render Globals and choose:
'PreviewCaustics' under the Render Quality tab!
Now create a Directional Light source with the following settings:
leave all other settings as they are !
Place the light somehow like this:
Scene-Setup done !
The SHADER-SETUP
(using Custom MR-Nodes)
Create new PHONG-Shader (MAYA defalut one)
and apply the following settings !
if you are done click the Node-button to get to the MR-Shader Setup
(the blue marked above)
Assing a 'PARTI-VOLUME' Node to the MR Volume Shader-Node
Make this settings:
Scatter: 100% RED ... this one controls the Subsurface color.
Extiction: 0.500 ...( I call it : Caustic - Visibility - Attenuation)
this controls the strength of the Caustics
when they hit the Volume
0.1 is HIGH - 1.0 is LOW
Min_Step_Len : 0.02
Max_step_Len : 0.20
Controls the accuracy
(Don't forget this both !!!)
That's all for the PARTI_VOLUME Shader !
Go back to the Mental-Ray Custom-Shader Tab and apply
a PARTI_VOLUME_PHOTON Node to the PHOTon Volume Shader.
Scatter: round about 20% of the slider !
Extiction: 1.500
Min_Step_Len : 0.02
Max_step_Len : 0.20
So your Shader have to look like this :
(next page)
The SHADER-SETUP (PART2)
And you won't believe it ... this is ALL !
Get a liitle bit closer to your spiky ball in the
Persp. View and make a Test-Render ...
You should see something like this:
Rendertime: 84 seconds (AMD Athlon XP 1800)
Some tips ..... and the Maya Scene-File !
(next page)
Tips & Tweaks
You dont really need to turn Refraction ON in many cases.
You can store your Photon-Solution... so you don't need to re-emit photons
for every frame if you do a Camera-Animation for example.
Play around with the Scatter and Extiction values
:::
You could also use a point or spotlight
If you use a Spotlight you should increase the Photon-Energy (Maya/Light Rollout)
to 20.000 or 30.000 in !
:::
If you dont like the rendered alpha-mask
(e.g. you have to put your object onto another background)
You could set a solid Alpha under 'Matte Opacity' of the Phong-Shader !
: : : : :
To colorize your Subsurface Scatter simply add an 3D Texture to the Parti-Volume Node's Scatter Attribute
(the one which is 100% RED )
in this case a color-ramped/remapped Volume Noise (MAYA builtin)
: : : :
If you got area's like the following...
you can get rid of this :
Increase the emitted Photons to approx. 150.000
(in some cases you'll need 2.000.000 Photons)
also increase the
Photon Volume Accuracy
Caustic Accuracy
And tint your Shaders-Diffuse and Specular Color a litte bit towards
the Scatter-Color !
:::
If you would like to see how your Photons are stored
(and how your object is filled up)
you can set the Photon-Volume-Radius to 0.02 - 0.1
and you will see something like this!
(5000 Photons emitted)
:::
Tips & Tweaks (Part 2)
To have more control over the Photons simply assing a
DGS_MATERIAL_PHOTON to the MR PhotonShader-node
:::
There are still 2 methods left for simulating SubSurfaceScattering
the one I talked about at the intro-page (the pixho way )
and the MIB_Raymarcher which is
also a Mental Ray default shader but not really
usable implemented in the current version
of the Maya Mental Ray Translator 1.5
Maybe we could talk about this non-caustic way if
Alias updates its (still buggy) Translator !
So that's all for now ...
Check back in a few weeks
coming next:
'creating realistic volume smoke'
Hope you enjoyed it ! / Gerald Naujoks 2003
! For more images check the old gallery here !
:::
DOWNLOADS:
The Tutorial Scene(sss_tutorial.zip)
MsLiberty.zip
출처 : 이것두모르는데..
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