Author Topic: Understanding SSS- Absorption maps??  (Read 4069 times)

2015-03-12, 01:28:02

melviso

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I intend trying out Corona sss for human skin but I am a little bit confused on how the absorption and subsurface scattering slot work. For photorealistic skin, u have displacement map showing skin scales and tiny details. I understand its best to use displacement maps than normal maps because of light bounces. U have the reflection map which should be slightly bluish and glossy map. I am wondering if the glossy map should be have a bluish tint as well. Then the diffuse map.
As for absorption map,what kind of map is proper for it? Is it black and white with the dark areas having more absorption and the white areas reflecting more of the light rays? does this mean the dark areas show more of the color in the subsurface scattering than the whiter areas. So that means dark color around the eyes, ears, knees, cheeks,lips or just plug in the diffuse map in the absorption slot? Also the ss slot, would a plain color do,or u need a color map with darker red around the above mentioned areas?

2015-06-01, 17:07:54
Reply #1

danielmn

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2015-06-07, 22:30:11
Reply #2

melviso

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Thanks but I have already read that before. The question is if u were to plug in maps into the absorption and ss slots. What kind of maps should they be especially for human characters? Are they color maps or greyscale?

2015-06-08, 11:28:18
Reply #3

maru

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Thanks but I have already read that before. The question is if u were to plug in maps into the absorption and ss slots. What kind of maps should they be especially for human characters? Are they color maps or greyscale?
Whatever you wish. The rule is the same as when using solid colors in these slots. Remember they will work on surface only, so for example if you plug noise map there, you will not get volumetric noise inside of the object.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us