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Advanced Subsurface Scattering Techniques in Maya and mental ray
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Released Nov 1, 2012
Jon Tojek

Guest Tutor

Jon Tojek
This tutorial covers the full range of Maya's fast subsurface shaders, with a detailed examination of how to make human skin and render it in mental ray.

We will begin with a clear definition and explanation of the complex lighting behavior of subsurface scatter. Then we will examine how the set of 10 Maya shaders are used to simulate this lighting effect. Detailed examinations of all subsurface scatter shader variables are demonstrated with examples in a variety of lighting conditions. The last set of lessons goes deeper into creating shader networks for human skin.

As we learn about the behavior of skin in light, we will create two complex shader networks that combine the fast_skin_maya shader with mia shader in order to use the strengths of each. Also, we will cover rendering these shaders out in passes so all layers of skin, epidermal, sub-dermal, diffuse, back scatter, and more can be opened in NUKE layers and modified separately.

Infinite, 3D Head Scan by Lee Perry-Smith is licensed under a Creative Commons Attribution 3.0 Unported License. Based on a work at Infinite-Realities - http://www.ir-ltd.net/
Introduction and project overview
1

Introduction and project overview

 
01:09
Defining subsurface scattering
2

Defining subsurface scattering

 
06:19
Overview of all the SSS shaders that Maya provides
3

Overview of all the SSS shaders that Maya provides

 
11:24
Example of misss_fast_simple_maya shader with sun and sky
4

Example of misss_fast_simple_maya shader with sun and sky

 
11:37
Comparison of the three main fast_sss shaders
5

Comparison of the three main fast_sss shaders

 
09:46
Example of SSS with IBL environment
6

Example of SSS with IBL environment

 
10:28
Rendering SSS_skin with render passes and displacement
7

Rendering SSS_skin with render passes and displacement

 
11:47
Compositing separate SSS_skin render passes in NUKE
8

Compositing separate SSS_skin render passes in NUKE

 
12:31
Texturing the SSS_skin shader
9

Texturing the SSS_skin shader

 
12:48
Color bleed and wavelength dependent scatter
10

Color bleed and wavelength dependent scatter

 
12:41
Combining SSS_skin with mia shader
11

Combining SSS_skin with mia shader

 
11:07