Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 09 11:21 pm)
Firefly does not have subsurface scattering at the moment. Sad but true. There are some threads about real skin shaders here and at RDNA, BagginsBill has written a lot about this.
I use face_off's real skin shader script here from the marketplace for most of my figures, but there are free ones - for example BagginsBills unbelievable complicated Apollo Skin Shader. www.runtimedna.com/mod/forum/messages.php
If you want reals SSS, you should use a different software for rendering. Vue has SSS, for example.
A ship in port is safe;
but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing
Grace" Hopper
Avatar image of me done by Chidori.
Poser hast Fastscatter, which is kind of incomplete. Fastscatter handles backlight SSS, but has no effect on front light. There are some postings here and at RDNA about that subject. While Fastscatter is not useless, it is no real SSS, to my knowledge. Sorry.
A ship in port is safe;
but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing
Grace" Hopper
Avatar image of me done by Chidori.
I think Face_Off's HyperRealV3.PY is the best bet I've seen/purchased!
Here is also a thread I started, about SSS for Poser, a little while back. Bump it, and I'll update the thread with newer pics.
I think you may need to fix your link Angelouscuitry.
Anyway about SSS, face_off's stuff is probably the closest you can get in poser. BB's work is also worth checking out. But if you want maximum realism then you will need another renderer. Like bantha said, fastscatter only does what is called forward scattering. This is most useful in areas of the skin that show the strong red 'glow' like when you shine a light under your hand or from behind the ears etc. But skin also has a lot of what is called backwards scattering which is what actually makes skin look 'soft.' Without it, you just get plastic looking skin and unfortunately you cant really fake it with node alchemy in poser either. You need a renderer that can do it natively.
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An effective way to tune the scattering wacro is to apply the SSS wacro to your figure. Change your primary diffuse color (which probably has the skin texture map) to black and render. You will then see exactly what the skin network is doing. It should look like a volume of "non-specular" jello. Now all you have to do is balance the SSS with the skin texture to your liking.
When doing the mental ray SSS tutorial, they suggest to use a black and white texture in your primary diffuse channel because the top layers of human skin are unpigmented, translucent and dessaturated. I prefer to use a color texture running into the HSV node (saturation set to zero) which runs into the primary diffuse channel. Turn your specular WAY down and apply a bump map. This will give you a softer look.
The photo above is a straight Poser render, no third party scripts or plugins and no post work.
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Anyone have any tips on subsurface scattering (setting it up) for use with a highly detailed map.
Most interested in realistic subtle edges with back and side lighting.
To put it another way mazimizing realism with a highly detailed map and subsurface scattering.