Does the "default" shader include the subsurface scattering?
openlearner
Posts: 0
There is a separate shader for subsurface scattering but it is not listed in my shader options; is the "default" shader the subsurface shader?
Comments
No it is not, have you downloaded and installed the Free SSS shader? Here it is in the DAZ Studio Formats section.
I see that, but when I right click and choose Merge and then Render, the result is exactly the same image as when I use the default shader.
Shaders aren't scenes that you merge, they work on surface zones like textures. If using it on an object/character that already has texture maps, hold ctrl and double click the shader and set the maps to ignore and accept.
You do need to select the item and the surfaces you want to apply the shader to - the preset is a shader preset, which applies to any selected surface on any selected object, not a materials preset, which applies to named surfaces on any selected object regardless of whether or not the surfaces are selected.
The Skin lighting mode on the default shader does do SSS, but its parameters are locked so it isn't flexible (and doesn't have the features of the SSS shader anyway).
When I add the subsurface shader base to an existing model, it radically changes the skin texture/colour in a bad way, is that normal?
Yes, the preview is not reliable - you should see something closer if you render.
Actually the render is even less like the original texture, turns out very pale and grey like goth make-up
yes, I must say, I find it does that too.
Did you notice the post upthread about using -click to load the shader? This is vital if the object already has a texture applied — simply clicking to load the shader will discard any existing textures.
Did you notice the post upthread about using -click to load the shader? This is vital if the object already has a texture applied — simply clicking to load the shader will discard any existing textures.
That isn't true of the SSS Base - it is set up not to replace the maps.
Ah, thanks — I didn't realise it was possible to set up a shader or surface material to not replace textures by default. Haven't had time to dig into these new SSS goodies yet, though.
So can this subsurface shader base be used in conjunction with an existing texture, without ruining the look of the existing texture. I like the additional options it offers but the existing texture is a big part of my character, I don't want to not be able to use it
I found out it could by accident, but didn't know how to apply it to a new figure deliberately. This is exactly the information I was looking for. Thanks so much for the answers! :)
Yes, it does not replace the textures (for other shaders, if you hold down Ctrl while double-clicking you can choose not to replace textures).
To get the LOOK your after you need to read the SSS info and then adjust the shader once you have it applied to your figure. Keep in mind SSS is very LIGHT driven so I suggest having you lights Render ready when you add the SSS Shader so your adjustments are what you get in the final render. The look of SSS will change as the lighting does. It's not meant to be a Add and Render type shader, it needs the user to set it up as you use it.
I'm still learning the basics of lighting, should I postpone trying to use this shader until I know more about lighting?
I don't think so, you can get very good results with SSS with just basic lighting, the real trick is to understand SSS and what it's doing. Read the info and then test a little, before long it should become easy.