New SUBSURFACE SCATTERING in MAYA 2015 tutorial - MILA SCATTER

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In this Maya tutorial I outline how to use the new MILA Scatter to create character skin - it's much easier to use than the previous Mental Ray MISSS Fast Skin, and it renders faster!

Plus, the layering built in to MILA materials means creating layered specularity, adding makeup, or making other overlays, is very easy.

I also talk about how to use bump mapping with the scatter shader, and also go in-depth on implementing displacement with the shader - including talking about Mental Ray's Approximation Editor.
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I was about to give up on mental ray, but thanks to your mila tutorial, I regain interest on this old render engine

yen
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Thankyou so much for providing these awesome tutorials, our teacher goes through these topics so fast we cant catch up :) Great tips :D

avnish
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Your tutorials practically always answer my questions exactly. Sharing this on FB....

jerryhunter
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Fantastic tutorial! Great explanations and pace. Cant wait to watch the rest. I would love to see one on realistic eye modeling/rendering (especially how you get that thin strip of specularity where the eye meets the eyelid).

alexhaworthjohnstone
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Thanks for this Tutorial. It's really helpful and easy to follow.

ravenfeather
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It would really help if you can share your lighting setup for this scene. Thank you for the PRICELESS amazing tutorials!

antranikmardirossian
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this is amazing!! thank you so much! have to figure out how you made your spec map tho! :D
really coool! thank you!

arssia
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Thank you for this video. Was really helpful.

kogi
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thanks, i didn't even know this shader existed

Grenated
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Thanks for an awesome tutorial! I was wondering on what layer you would plug in a specular map? Thanks for the reply!

abelreyes
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This is awesome, thnx for sharing this knowledge. :)

MusartJD
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Hi! thank you very much for making this tutorial. I have a couple of questios. Where would you connect an specular map? And, did you use an sss material for the sclera of the eyes? thanks again!

gusespinel
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Hi guys, do not know if any of you have had problems trying to delete a MILA LAYER on MAYA SP3, and it shows an error that "plug in has not be found" or some similar, seems a bug....not sure and it only happens when you have a layer with a weight  map pluged into the weight slotand could be a layer on top of it or below, the thing is that is a mess when you try to delete a layer or add a new layer on top or move a layer on the stack,
the solution I have found on this problem is to BREAK CONNECTION any weight map you have connected and add, delete or move a layer on the stack, then plug the weight map again where you had it
hope this helps if someone has been playing with the MILA layering system

vicmarines
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Hello James....question. Why is it that every time I apply the bump map
to the glossy reflection (around 9:44 on your tutorial), no matter how
low I set the value of the weight, there are pixelated edges on my
character? I f i set it too high, even 0.5, it becomes very pixelated
and messy and when i go as low as 0.02, there are less but random bright
pixels around certain edges. Also, it tends to have a grayish color on certain parts of the mesh....Thanks again!

antranikmardirossian
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Hi James thanks so much for your quickly response! Another quick question, I was trying to extract the scattering pass, the way I got around it was by making a custom color pass and a color node from mental ray and attaching the result of the scattering layer to it. But I could only managed to get both the back and the front tint together. Is there a way to get information of the back and the front tint separate for even more control once I compositing? Thanks.

aldoggo
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hi guys I just wanted to let you know that my render time so high with the MILA material and layering system was so high in one of my latest comments because I had turned on FG at the same time with the EMIT LIGHT turned on in the IBL node....

so now the render time was extremely down 14 minutes only for a Scatter layer simulation and more on a stack, the results are extremely good compared with the FG option, emit light looks very nice with any of the HDR images for lighting very accurate and together with the MILA the results are very nice

vicmarines
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Hello James,
I really enjoyed your tutorial! I have one slight problem though...As soon as I rendered my model right after I added the glossy Fresnel reflection step, I have all these white spots that appear (large and small) over the model.  Now I understand that it might be my glossy samples, but I cant find the setting for that in MILA. thought it might be the photon output because I am using Physical sun and sky with GI (but that didn't seem to work either), I just dont know?  Can you give me an idea how I can fix it?  Thanks, Daniel

danielmadzel
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very interesting!
I was wondering, is there a way with MILA to have 2 differents bumps, like with the MIA_X shader (overall bump and standard bump)?

HugoArcier
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well in fact for the scatter layer
the back tint
work identically to their front_* counterparts. The only difference is that there is a back_depth parameter that defines how "deep" the scattering goes. By default it is 0.0 and means the scattering is uniform (reaches the same distance both in depth and side-to-side), so this means that this is like the  subdermal scatter layer from the fast skin

vicmarines
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Hi! I really like your tutorials! But for this one I have a problem (sorry I'm french, My english is poor)
I don't understand how you've created the layers: subdernal text, doubled, normals and displacement and how do you used it before you tutorial
Sorry if my question is stupid!

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