Maya8.5_misssFastSkin

please prefix your thread "Max_Lighting, Maya_PaintFX, XSI_Modeling" and so on please :)

Maya8.5_misssFastSkin

Postby static » Wed Nov 21, 2007 7:24 pm

***edit*** If you are using maya 2009 they have fixed the sss shader and this tutorial is useless :) for maya 8 and before this still works as a good hack for building sss shaders.


This tutorial is mostly just for me but whomever out there that has had problems with the Miss_Fast_Skin shader in Mental ray and realize that there is only a few sites out there that host comprehensive tutorials on the subject matter. For those of you that have used this shader in the past and can contribute helpful info please chime in at anytime. This tutorial will be a WIP untill I can reduplicated photo-realistic skin in mental ray.

First the basics (I'm being very specific cause I haven't found a way to figure out any way to determine Scale Conversion based on the scale of the objects in the scene.... anyone?)

-Create an empty scene-file with units set to Centimeters.

-Create a sphere (at 0,0,0 and set scale to 4xyz) and the subdivisions set to 50axis 50height.

- Create a Misss_Fast_Skin shader from the mental ray nodes in the hypershade.

- Now its time for pictures :)

-Graph the shading group of the misss_fast_skin in the hypershade
Image

-open up the attribute editor for the skin shader and click chess box in the lightmap attribute.
Image

-clone the below settings
Image

- we are going to load a arbitrary file to write this file to so either create a .iff/tif file to use or load a pre-existing one from the default image folder in maya.

-Next were going to open up the attributes for the Misss_fast_Skin shading group. and create add in our lightmap. Click the chess button in lightmap and choose Misss_Fast_lmap_maya. Follow the images before for more specific instructions.
Image
Image

- Graph your network and it should look like this :)
Image

- Open up the attributes for the miss_fast_lmap and middle mouse drag your MentalrayTexture1 into the Lightmap Write.
Image
User avatar
static
Site Admin
 
Posts: 383
Joined: Fri Nov 16, 2007 10:53 pm
Location: Lake Forest CA

Postby static » Fri Nov 23, 2007 6:25 pm

- final shader graph should look like this:
Image

- Lets add 2 lights real quick. Face one at a 45 degree angle from the front of the sphere and another behind the sphere. Try to set it up so that you can see some rimlight from the backlight.

- Alright everything should be set up correctly so lets assign the material and kick out a render.
Image

- neat! it works :) but theres a little to much translucency going on so we need to open up the attributes for the base shader and adjust the algorithm control.
Image

- Alright now adjusting the algorithm control can be kinda annoying cause you have to change it.. render, check it, change it, render and so on. Just know that the lower the number (like the image below at ,1) the more translucency your object will have and will require higher sampiling to look decent (meaning longer render times as well) and the higher the number the less translucency will happen on the object.
Image

well thats it for now. When I get a model I want (I may do a "modeling a head" tutorial) ill get started on going more indepth with making this shader to look more like skin. Enjoy, hope it helps
User avatar
static
Site Admin
 
Posts: 383
Joined: Fri Nov 16, 2007 10:53 pm
Location: Lake Forest CA

Postby Jpowers » Fri Nov 23, 2007 8:12 pm

I'm in awe with how powerful Maya's material system is. Although Max's material system is simple/straight forward so that anyone can use it, Maya's looks like it's 100 times more powerful. I really need to learn this program more.

Keep the great tuts coming :)
Josh
User avatar
Jpowers
 
Posts: 165
Joined: Sat Nov 17, 2007 6:56 am
Location: Dallas


Return to Tips / Tutorials / Resources

Who is online

Users browsing this forum: No registered users and 1 guest

cron