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Sub Surface Scattering Black


detbear

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Hey Everyone.

 

I'm in V18 and trying to get the SSS on a character to render without it looking black/ dark.

 

It looks similar to when you try to render transparency with real AO and the "transparent AO" set to "Off"

 

Anyone know how to get the SSS on without looking like black wax?

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I believe historically, when using SSS, black areas have been a sign of inverted normals on patches.

 

I also recall that someone (Yyves) once said that SSS and AO worked at odds with each other.

 

If you post an image of the results you are seeing that should tell the tale.

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I thought that in V18 the preview render for SSS was fixed... but I usually have to render to file to see the results. I guess keep away from GI(A:M has GI???- I think you mean Global Ambiance...) SSS needs to be traditionally 'lit' with lights to generate it's effect... to that end- some people will place a light BEHIND the SSS object(I use this light on a light-list so it does not blow-out my scene) to 'punch-up' and 'CONTROL' the SSS effect. F'R instance... if you wanted to make a waxy candle with an SSS effect at the top being generated (in effect) by the fire- you would want to place a light behind the candle toward the top... the light would help to control the amount of the SSS effect combined with the wax-group's SSS settings.

 

My project for this SSS candle is here on the forum somewhere... I think. This render utilized SSS, DOF, GLOW, particles, volumetric light and Jenpy's FASTAO.

candleAM.mov

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Yeah.....sorry about that....I guess I meant the Global Ambience.

 

The scene has a combination of lights along with the Global Ambience.

 

I did render it to file. AFter turning the GA back to zero, it did capture the SSS.

 

 

But I'll have to re-light things.

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