From the course: V-Ray 5 for 3ds Max Essential Training
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The SSS2 material: Part 1
From the course: V-Ray 5 for 3ds Max Essential Training
The SSS2 material: Part 1
- [Instructor] Having already taken a look earlier in the chapter at how we can create a subsurface scattering effect, using the V-Ray version of the AL Shader, let's take a look next at V-rays own and very capable subsurface scattering material. As usual, the best way for us to understand just what that is and how it works, is to take a look at it in action. And so, let's open up the material editor, and after creating a new tab, add a new fast SSS two material to the work area. Finally, we can assign the subsurface material to the shade of ball geometry, and then go ahead and take a render. With the render complete, we again get a very unique look and feel regarding the type of surface that we're looking at here. Because with light clearly bleeding into thinner areas of the geometry, we instantly think of this as representing a softer more pliable type of object. And as we look out the control set for the material…
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Contents
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(Locked)
Introduction to materials in V-Ray3m 51s
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The V-Ray material4m 47s
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Metal and rough workflow in V-Ray5m 25s
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The alSurface material4m 41s
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Car Paint version 23m 30s
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The Hair material4m 37s
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The Override material5m 18s
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The VRmat material4m 38s
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The SSS2 material: Part 15m 46s
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The SSS2 material: Part 23m 50s
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MDL materials4m 47s
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