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# 1 12-03-2011 , 06:06 PM
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Mesh not catching SSS

Hello!, well.. i need Help!.

I have made a polyMesh character, unfolded UVMaps and ereased history for keep it low...

i applied and Blinn or anyother Maya MAterial and OK.... ploblem comes when I want to use an miSSS fast/skin simple maya (subSurface Scattering).

I place miSSS on a simple spher and it works but not in my modeled Mesh...

How can i resolve thise?... And why does it happens? (second cuestion just for know curious)

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Last edited by chirito; 13-03-2011 at 02:06 AM.
# 2 12-03-2011 , 08:57 PM
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Have you got a screen shot so we can see whats going on...........dave




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# 3 13-03-2011 , 02:07 AM
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Thanks, I added the render... as you can see, the sphere does happen some SSS but the model don't. the same material on bouth

# 4 13-03-2011 , 03:41 PM
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The fast skin shader work on the volume or scale of the model so will look different on each model, you need to get each layer working there was a free tutorial on the gnomon workshop web site you should check it out............dave




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# 5 13-03-2011 , 04:31 PM
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If it wouldn't create a problem you could post the scene file.


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# 6 13-03-2011 , 05:15 PM
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i would suggest not using sss.
...but dave could be right, adjust the scale conversion

# 7 13-03-2011 , 07:40 PM
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Well here is another render...
and the .MB File... so you people can give a better look of the problem, thanks!

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File Type: zip misss.zip (891.2 KB, 232 views)
# 8 13-03-2011 , 08:43 PM
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Its your normals are facing the wrong way, select object go to polygons, normals then click on reverse............dave




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# 9 13-03-2011 , 08:48 PM
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i Just know that it was a "oneClick" solution.. it makes feels lame, but.. Thank you so Much!!!

# 10 13-03-2011 , 10:33 PM
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Its not lame if you dont know you dont know. A little tip that ctbram shared with use is to turn of the two way light in the lighting panel, then normal facing the wrong way will look black.........dave




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