{"id":5034,"date":"2024-08-07T18:41:00","date_gmt":"2024-08-07T18:41:00","guid":{"rendered":"https:\/\/cgelementary.com\/?post_type=knowledgebase&#038;p=5034"},"modified":"2024-10-04T10:18:19","modified_gmt":"2024-10-04T10:18:19","slug":"sub-surface-scattering-2","status":"publish","type":"knowledgebase","link":"https:\/\/cgelementary.com\/?knowledgebase=sub-surface-scattering-2","title":{"rendered":"Sub Surface Scattering"},"content":{"rendered":"\n<div class=\"wp-block-divi-layout\">[et_pb_section fb_built=&#8221;1&#8243; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_row _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; width=&#8221;100%&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;4_4&#8243; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][baie_before_after_image src_before=&#8221;http:\/\/cgelementary.com\/wp-content\/uploads\/NoSSS.jpg&#8221; label_before=&#8221;No SSS on Material&#8221; src_after=&#8221;http:\/\/cgelementary.com\/wp-content\/uploads\/SSS.jpg&#8221; label_after=&#8221;SSS Material&#8221; title_text=&#8221;SSS&#8221; align=&#8221;center&#8221; force_fullwidth=&#8221;on&#8221; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][\/baie_before_after_image][et_pb_text _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; custom_padding=&#8221;||0px|||&#8221; global_colors_info=&#8221;{}&#8221;]<p>Subsurface scattering is a phenomenon where light penetrates an object&#8217;s surface, scatters beneath it, and exits at a different point, creating a soft glow. This effect is commonly seen in materials like human skin, leaves, or certain plastics.<br>In X-Ray you can achieve this effect through Arnold&#8217;s Standard Surface and Arnold&#8217;s Hair Shader.<\/p>[\/et_pb_text][\/et_pb_column][\/et_pb_row][et_pb_row _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; width=&#8221;100%&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;4_4&#8243; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_text _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;]<h2>Standard Surface Shader<\/h2>[\/et_pb_text][et_pb_code _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_code][\/et_pb_column][\/et_pb_row][et_pb_row column_structure=&#8221;3_5,2_5&#8243; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; width=&#8221;100%&#8221; custom_padding=&#8221;||1px|||&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;3_5&#8243; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_text _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; custom_margin=&#8221;|4px||||&#8221; global_colors_info=&#8221;{}&#8221;]<p>X-Ray won&#8217;t bake any SSS map unless you have SSS or Transmission Enabled in your Standard Surface shader, to do all you need to do is to make sure &#8220;Weight&#8221; is above 0 for either Transmission or Substance.<\/p>\n<p>Now, if you bake, your mesh SSS will also get computed.<\/p>\n<h3>Updating Shader:<\/h3>\n<p>After you bake your mesh once you can change the weight in real-time and control the amount of SSS or Transmission effect, but if you set the weight to 0 and update the shader (either manually or by baking light or reflections) the baked SSS map will get removed from your real-time shader and increasing the weight won&#8217;t give you any SSS effect, in this case you don&#8217;t need to re-bake your maps, just increase the weight to be above 0 and update the shader again (you can do that by using update shader hotkey or by using &#8220;Update Shader&#8221; button in X-Ray window, the same map will get assigned to your real-time shader, and again you will have SSS effect, and you can modify the weight and see its effect in real-time.<\/p>\n<p>&nbsp;<\/p>[\/et_pb_text][\/et_pb_column][et_pb_column type=&#8221;2_5&#8243; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_image src=&#8221;http:\/\/cgelementary.com\/wp-content\/uploads\/SSS_Transmition.png&#8221; title_text=&#8221;SSS_Transmition&#8221; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_image][\/et_pb_column][\/et_pb_row][et_pb_row column_structure=&#8221;3_4,1_4&#8243; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; width=&#8221;100%&#8221; custom_padding=&#8221;0px|||||&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;3_4&#8243; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_text _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; custom_margin=&#8221;-6px|||||&#8221; global_colors_info=&#8221;{}&#8221;]<h3><span style=\"color: #a0a0a0\">SSS Buttons:<\/span><\/h3>\n<p><strong>Build SSS:&nbsp;<\/strong>Select an object and press this button to build an SSS map for that object<span style=\"color: #a0a0a0\"><\/span><\/p>\n<p><strong>Set as SSS Light: <\/strong>Select a Light and press this button to mark that light as SSS light, SSS lights will only affect the SSS of your mesh and won&#8217;t be enabled in light baking.<\/p>\n<p><strong>Assign SSS: <\/strong>if you already have SSS baked, but you removed the SSS maps from your Maya scene, and you want to re-assign the SSS map to your object, you can select your mesh and press this button, and it will re-assign the maps to your real-time shader.<\/p>\n<p><span style=\"color: #a0a0a0\"><\/span><\/p>\n<p><span style=\"color: #ff6600\">Tips:<\/span><\/p>\n<p>SSS won&#8217;t work on Metallic Surfaces<\/p>\n<p>if SSS map is noisy, turn on denoiser in Arnold render settings.<\/p>[\/et_pb_text][\/et_pb_column][et_pb_column type=&#8221;1_4&#8243; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_image src=&#8221;http:\/\/cgelementary.com\/wp-content\/uploads\/SSS_Buttons-2.png&#8221; title_text=&#8221;SSS_Buttons&#8221; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_image][\/et_pb_column][\/et_pb_row][et_pb_row _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; width=&#8221;100%&#8221; custom_padding=&#8221;0px|||||&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;4_4&#8243; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_text _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; custom_margin=&#8221;-6px|||||&#8221; hover_enabled=&#8221;0&#8243; global_colors_info=&#8221;{}&#8221; sticky_enabled=&#8221;0&#8243;]<h3><span style=\"color: #a0a0a0;\">Video Tutorials:<\/span><\/h3>[\/et_pb_text][et_pb_code _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; hover_enabled=&#8221;0&#8243; sticky_enabled=&#8221;0&#8243;]<iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube.com\/embed\/yME98ktYJfk?si=Pr0O3IBKjf7pyShU\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>[\/et_pb_code][et_pb_code _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; hover_enabled=&#8221;0&#8243; sticky_enabled=&#8221;0&#8243;]<iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube.com\/embed\/dzBrDg9DHd8?si=zxC7qLXXsQOebKh2\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>[\/et_pb_code][\/et_pb_column][\/et_pb_row][\/et_pb_section][et_pb_section fb_built=&#8221;1&#8243; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_row column_structure=&#8221;1_3,1_3,1_3&#8243; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; width=&#8221;100%&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;1_3&#8243; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_code _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_code][\/et_pb_column][et_pb_column type=&#8221;1_3&#8243; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_code _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_code][\/et_pb_column][et_pb_column type=&#8221;1_3&#8243; _builder_version=&#8221;4.20.2&#8243; _module_preset=&#8221;default&#8221; 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