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Illuminated Ear
show user profile  herfst1
Does anyone know how to illuminate the ear (like in real life) when a light shines from behind? I want it to have a reddish semi-transparent luminosity. Right now it's completely flat.

read 473 times
1/2/2012 8:17:48 PM (last edit: 1/2/2012 8:17:48 PM)
show user profile  mrgrotey
Look up 'SSS' (sub-surface scattering)


read 468 times
1/2/2012 8:18:35 PM (last edit: 1/2/2012 8:18:35 PM)
show user profile  herfst1
Okay, thank you.
read 460 times
1/2/2012 8:26:03 PM (last edit: 1/2/2012 8:26:03 PM)
show user profile  herfst1
Oh man, I love SSS. Here's my first attempt after 2 minutes of messing with the values and already it's looking 100 times better. Thanks again, Grotey. Still haven't got a semi-lucent ear though, but who cares when the skin looks like that.

read 449 times
1/2/2012 8:53:41 PM (last edit: 1/2/2012 9:03:23 PM)
show user profile  stevey2shoes
This is amazing. i wish I could get this good, I still don't even know how to either model this properly, or colour it.
well done
read 432 times
1/2/2012 9:39:08 PM (last edit: 1/2/2012 9:39:08 PM)
show user profile  herfst1
Thanks Steve.

But credit where credit's due, you make awesome, mildly acid influenced flicks. I always check them out.
read 429 times
1/2/2012 9:41:45 PM (last edit: 1/2/2012 9:41:45 PM)
show user profile  Mr_Stabby
posting this one again

read 426 times
1/2/2012 9:45:36 PM (last edit: 1/2/2012 9:45:36 PM)
show user profile  herfst1
Thanks Stabby.

I will check it out right now as I can see there's a hell of a lot to learn with SSS.
read 421 times
1/2/2012 9:50:53 PM (last edit: 1/2/2012 10:02:00 PM)
show user profile  herfst1
I know this isn't a wip thread... I'm just so happy right now. You don't know how long I've been wanting to achieve this effect. Thanks Sir Stabby, that tute was a gem.

read 412 times
1/2/2012 10:41:48 PM (last edit: 1/2/2012 10:41:48 PM)
show user profile  TiMoN
SSS seems to be coming along nicely.
I think the main problem with the ear, is that the texture IN the ear looks very flat.
Maybe model a few of the details, instead of pure texture.

Terribly boring signature.
read 382 times
1/3/2012 9:56:46 AM (last edit: 1/3/2012 9:56:46 AM)
show user profile  herfst1
Thank you TiMoN,

Agree with you 100 percent. This model was rushed just a test to see if I could export nice maps from z-brush and to test whether I could get the illuminated ear. I will probably dump it in z-brush and try again properly; else dump it altogether.
read 379 times
1/3/2012 10:01:20 AM (last edit: 1/3/2012 4:22:15 PM)
show user profile  K-tonne
sss uses real world scale- check your measurements to get a more accurate effect
or play with the scale controls in the material itself

Website and Portfolio

read 347 times
1/3/2012 4:31:22 PM (last edit: 1/3/2012 4:31:22 PM)
show user profile  herfst1
Thank for the input K-tonne.

I read about real world measurements but I don't fully understand how to accurately adjust the slider to match.

For instance, my head is roughly 45cm tall and I would assume the real world size would be closer to 30cm (I suppose), so I should adjust the slider to... 0.66? Or 0.33? Or something else entirely? Because I find that the lower the number, the sharper the results.
read 330 times
1/3/2012 7:27:51 PM (last edit: 1/3/2012 7:27:51 PM)
show user profile  K-tonne
logically sounds like you should go to around 1.3 for scale
but i'm only guessing not having ever used the scale option- rather i scaled the object to be real world scale- can't always do that though i know

Website and Portfolio

read 325 times
1/3/2012 7:33:44 PM (last edit: 1/3/2012 7:33:44 PM)
show user profile  Mr_Stabby
other way around actually. for an example
real object 2m, max object 4m -> scale 2.0
real object 2m, max object 1m -> scale 0.5

the point at which you should really be using the scale factor is when your object is like 2x or more off scale because then it really starts to affect the performance and quality (in mr sss anyway). Of course you can use it for smaller adjustments too but personally i like just adjusting the scatter parameters themselves because the model scales vary a lot in my scenes... sometimes a model is a giant, other times its a dwarf and i like to keep the scale variable to quickly fix the character into the scene

edit: other way around in regards to the op's post

read 323 times
1/3/2012 7:38:20 PM (last edit: 1/3/2012 7:39:32 PM)
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