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Right SSS values for physical correct human skin

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Message 1 of 11
cerakecera
1106 Views, 10 Replies

Right SSS values for physical correct human skin

Hi wanted to ask for advice for the right SSS values. Been using physical material for skin and couldnt find any tutorial to get it right. All i know is to reduce depth and scale since my systems unit scale is on cm.
Also rendering with GPU, if there are any limitations.

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  • gpu
10 REPLIES 10
Message 2 of 11
lee_griggs
in reply to: cerakecera

There is a skin example here (standard_surface).

https://docs.arnoldrenderer.com/display/A5AF3DSUG/Subsurface

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 11
cerakecera
in reply to: cerakecera

Read that one too, but getting weird results. Is the standard surface depth and scale value equal to the physical material to apply the same settings from the docs? Also when plugging maps to SSS weight and color, do there need to be nodes between to get correct results?
Furthermore render times are up to 5 times longer when enabling SSS. Is that common or due to my wrong values or maybe because i render with GPU?

Message 4 of 11
lee_griggs
in reply to: cerakecera

I can only speak for the standard_surface. You can use a composite or color_correct to add a red tint to the subsurface map used for sss_radius.

https://docs.arnoldrenderer.com/display/A5AF3DSUG/Color+Correct

https://docs.arnoldrenderer.com/display/A5AF3DSUG/Composite

Render times will increase when using SSS. What sampling settings are you using (Win+Shift+S)?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 5 of 11
cerakecera
in reply to: lee_griggs

screenshot-2021-06-16-153003.png

Which one of these is equal to sss_radius?

screenshot-2021-06-16-153316.png

Message 6 of 11
lee_griggs
in reply to: cerakecera

Do the diffuse and specular ray depths need to be so high?
Lee Griggs
Arnold rendering specialist
AUTODESK
Message 7 of 11
cerakecera
in reply to: lee_griggs

Was told it should be atleast 2 to have realistic results. Went with 3 for more realism... Looks like it was the wrong approach?
Message 8 of 11
lee_griggs
in reply to: cerakecera

I can't tell without images. It depends on what you are rendering. Interior scenes look better with diffuse_ray_depth above 1 for example.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 9 of 11
CiroCardoso3v
in reply to: cerakecera

Not everything is supported by GPU. I believe that Randmonwalk2 isn't

You can try and follow this tutorial

https://www.youtube.com/watch?v=gOP2vV2r_NY

Lead Enviroment Artist @Axis Studios

Arnold Discord Server


Ciro Cardoso

EESignature

Message 10 of 11
cerakecera
in reply to: lee_griggs

Its interior scene with people. So lowering them to 1?
Message 11 of 11
lee_griggs
in reply to: cerakecera

Do comparison renders with times and post them here.
Lee Griggs
Arnold rendering specialist
AUTODESK

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