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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Arnold 5 subsurface and normal map

4 REPLIES 4
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Message 1 of 5
ilai13
1607 Views, 4 Replies

Arnold 5 subsurface and normal map

hello,

I am attempting to create a realistic looking skin shader using aiStandartSurface, however when I take the subsurface weight up i seem to lose a lot of my normal map detail.

here are the different results and my hypershade - https://imgur.com/a/hEqdH

what would be the best way to retain the small details of the normal map while adding a good amount of subsurface?

thanks.

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4 REPLIES 4
Message 2 of 5
gryphiz
in reply to: ilai13

You can play with Anisotropy to bring back some details or

Use cavity map or Displacement if it's possible.

Message 3 of 5
ilai13
in reply to: ilai13

I tried both Anisotropy and Displacement and it does not seem to work.

however i did find out i can gain back the detail by bumping my IOR way up as you can see here - https://imgur.com/a/CJlfz

so i guess the IOR is effecting the subsurface?

Message 4 of 5
Vstanish
in reply to: ilai13

I have the same problem!

Here is the doc to show.

Seems like SSS washes out the detail.

Message 5 of 5
maxtarpini
in reply to: ilai13

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