{"id":3510,"date":"2010-07-05T05:34:19","date_gmt":"2010-07-05T05:34:19","guid":{"rendered":"http:\/\/www.mrbluesummers.com\/?p=3510"},"modified":"2010-07-08T04:48:53","modified_gmt":"2010-07-08T04:48:53","slug":"3dsmax-mental-ray-sub-surface-scattering-guide","status":"publish","type":"post","link":"http:\/\/www.mrbluesummers.com\/3510\/3d-tutorials\/3dsmax-mental-ray-sub-surface-scattering-guide","title":{"rendered":"Sub-Surface Scattering Guide Part 1"},"content":{"rendered":"

In this epic tutorial we’re going to take a deep look at how you can use mental ray’s Sub-Surface Scattering (SSS) tools in order to make your renders more realistic. \u00a0This technique is often misused, misunderstood, and- if implemented wrong- can seriously affect your render times. \u00a0After reading this tutorial you’ll walk away with a broad understanding of both the concepts behind SSS and how to implement it effectively in 3d Studio Max and mental ray.<\/p>\n

\"SSS<\/a><\/p>\n

SSS via parti-volume shader (Part 2)<\/p>\n<\/div>\n

I’ll be explaining things from the perspective of a beginner\/intermediate user. \u00a0You should know what mental ray is, how to enable it, and how to create new materials. \u00a0I’ll provide you with downloadable source files along the way so you can have a starting point.<\/p>\n

We’ll begin by getting a strong understanding of what options are available in the 3dsMax implementation of mental ray, followed by detailed guidance on each material and shader type. \u00a0Finally we’ll put these concepts into practice by manipulating renders step-by-step.<\/p>\n

In\u00a0part 1 of this tutorial we’ll discuss<\/p>\n