Subsurface Shaders producing reptile skin

vwranglervwrangler Posts: 4,885
edited December 1969 in The Commons

I was hoping that someone could give me pointers on why this is happening and how to make it stop.

I decided, just for the heck of it, to put the Subsurface shaders on Citizen X, just to see how he'd look. I did not expect the results I got.

He's not the first character I've had this happen with, either. He's the third or fourth.

It doesn't have anything to do with displacement; Citizen X doesn't have any, and I made sure the values were set to zero. As far as I can tell, it seems to have something to do with bump, but I can't figure out what. Tinkering with Bump values makes it worse or better, but it never goes away. The best it got was when I removed his bump maps completely and zeroed the values, but the effect was still there.

The truly odd thing is that when you move in to do a close up render, the effect goes away completely, which makes absolutely no sense for a bump issue. Closing in should make it worse, but somehow doesn't.

Whatever is going on is limited to Subsurface itself. I can apply Ubersurface2 to the same textures, tinker to get very roughly the same effects as Subsurface itself would have, and it's fine; no reptile skin at all.

Anyone got any idea what's happening here?

citizenx-subsurface.png
857 x 613 - 2M

Comments

  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    Try to lower your SSS shading rate if you have a small SSS shading scale

  • IgnisSerpentusIgnisSerpentus Posts: 2,500
    edited December 1969

    Change the shading scale....IIRC thats the one that does that

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 1969

    What you're seeing is actually the underlying UV mesh.

  • jestmartjestmart Posts: 4,449
    edited December 1969

    The new SSS shader is great but it has two 'gotchas'. One is the Displacement channel, if there is no map for displacement not only does the Strength need to be zeroed but so do the Minimum and Maximum. The other is that the Shading Scale and Shading Rate have to be the same for all surfaces that share the same Group ID. I believe you are experiencing the second gotcha.

  • vwranglervwrangler Posts: 4,885
    edited December 1969

    Ah, OK.

    Shading Rate and Shading Scale were the same for all body surfaces -- they're all in Group 1 at the moment -- so I changed shading rate from 0.10 to 0.20, and dropped Shading Scale from 18.00 to 12.00, and got the result below. It was a noticeable hit on render time, but not a huge one. And now he looks properly not quite dead yet, and I know how to fix the issues I was having with other textures.

    Thanks for the help!

    citizenx-subsurface2.png
    860 x 555 - 1M
  • MarshianMarshian Posts: 1,462
    edited December 1969

    I was having trouble with the Subsurface Goop Shaders doing this and HastyDave pointed me here.
    Just to see what would happen- I pushed the settings in the opposite direction to exaggerate the effect. Kinda fun eh?

    Subsurface_Shaders_Shading_Scale_and_Rate.png
    802 x 152 - 122K
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