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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Subsurface not working in Poser 13? Superfly advice please


dt00swc ( ) posted Fri, 29 December 2023 at 9:00 AM · edited Thu, 21 November 2024 at 4:27 PM

Can anybody share a 'raw chicken' material setting they've found successful on Poser 13 please? I'm on Mac, working in Poser 13, and nothing I do seems to make a difference to sub surface scattering.

Here's the goal: raw chicken and marble, both rendered in Poser 11:

tJhpvEhoaUyghrK3LviVZsStzUBauSWeWs2Ltoc8.png

And here's the problem: I tried lots of variations but this is as close as I can get in Poser 13:

RS49GGKqttH5Ad8hACsAtHkg4Zeuk8MWzNaggnC2.png

- no real subsurface, despite everything being whacked up to 11. I've also tried different root nodes: Poser Surface: scatter node > Scale, subsurface method. And Physical Surface: scatter radius, scale ... see below. It seems some tiny amounts of scattering may be happening, as the edge of that marble earlobe suggests, but I can't build on that; nothing I change seems to have any effect. Even setting scale to tiny or huge numbers, has no usable affect.

6QKMu0mzy0qbaxTPt0VIeqrKdNo7glrq8BKERhFx.png

Here are my render settings:

q6RyBTE3sGiRX7LMsxH4yoBG3yt9YcGqctm8U6kC.png

- should be plenty of bounces for internal scattering to take effect, surely. 

I notice some of the Poser 11 render settings are now missing, and specifically those around scattering, so ... is Poser 13 simply not scattering any more, or do I need to add a volume node, or is this just a Mac issue or something? Any advice?! Thank you!


dt00swc ( ) posted Fri, 29 December 2023 at 9:07 AM

Edit: okay ... I think I'm starting to fix it - that comment about 'bounces' got me thinking so I upped the Diffuse bounces to 8, and it's starting to scatter better already ... ooohhhh ...


dt00swc ( ) posted Fri, 29 December 2023 at 9:28 AM
dt00swc posted at 9:07 AM Fri, 29 December 2023 - #4479730

Edit: okay ... I think I'm starting to fix it - that comment about 'bounces' got me thinking so I upped the Diffuse bounces to 8, and it's starting to scatter better already ... ooohhhh ...

Spoke too soon, that hasn't solved it outright. So yeah, if anyone has a 'raw chicken' setup they can share, I'd appreciate it!


hborre ( ) posted Fri, 29 December 2023 at 10:09 AM · edited Fri, 29 December 2023 at 10:10 AM

In my opinion, your scatter radius values are all too high on the Physical Surface node.  Try the following:

ScatterRadiusR = 0.578

ScatterRadiusG = 0.195

ScatterRadiusB = 0.087

Change the SubsurfaceMethod to 'Walk Fixed', you won't see any scatter with the Burley selection. ScatterScale value should be 0.01 - 0.02.

Another observation, I notice you are using a Color Map for your bump channel.  That is incorrect.  You need to connect a greyscale image to that channel and it should be set to a Gamma setting of 1.  In your setup, the Color Map should connect through a Subtract Math Node and a Gamma node before connecting to the bump channel.


dt00swc ( ) posted Fri, 29 December 2023 at 3:23 PM

Ah, thank you yes that's got me a bit closer. So is the Scatter Radius maximum 1.0 then? That would explain why my attempts at 90 or so have gone a bit strange!


hborre ( ) posted Fri, 29 December 2023 at 6:08 PM

From my observations using the SubSurfaceScatter radius settings on the PhysicalSurface node, you should stay within the range of 0.0 - 1.0 to get the desired scatter effect.  The Scatter scale value determines how much translucency the skin surface will impart, the higher the value, the more prominent it becomes.  In the typical Poser human figure, it is recommended to use a scale value of approximately 0.01 to 0.02, if the mesh is denser, or the figure is scaled larger than the typical figure, the scale value needs to be adjusted accordingly.  If you want to check how an RGB combination for scatter will appear on your model, load a CombineRGB node in the Material Room and plugin your RGB values. 


shvrdavid ( ) posted Wed, 03 January 2024 at 11:58 AM · edited Wed, 03 January 2024 at 12:00 PM

Here are two different ways that I do SSS in P13 using the physical surface node.

The first, is to use a depth map for the SSS. And it requires a height control map to control and vary the SSS depths across the character, or it will probably look like a white candle.

ydtlVe01c5d47EBO5wHycQxOu0FMEahQWwSMAbOR.jpg

The second does basically the same thing, without a depth map. But you have to change the settings accordingly and loose all the mapping control.

VaqcEKK2KRcBoIXcf63VECjLsCH2xZOB02X2WWwm.jpg

There are no Poser lights in this scene, it is lit by an HDRI called kart-club from Polyhaven. Lighting is very important with SSS.

And here are the render settings used.

emoylkbAvdGGndwFmmppD9LKxq0Idqt7YhnDcKqs.jpg

Obviously this is on a PC with a gpu and things like Bucket size probably need changed on a Mac,

It should work on a Mac, but I don't have one to check that it actually does.




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dt00swc ( ) posted Fri, 05 January 2024 at 11:27 AM

A really interesting approach, thank you so much for sharing your settings and materials setup. If you were going for a very 'waxy' / 'raw chicken' look, would you increase the Scatter radius to sort of 5 or 6, or would you do it another way? 


hborre ( ) posted Fri, 05 January 2024 at 12:30 PM

Increase the Scatter scale for a waxier appearance.  Without a controlling Scatter map, increasing your Scatter radius for all parameters will return a tint of white, which I would consider an undesirable effect.  


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