Phenomena and Component Shaders for SSSPhenomena (predefined shader combinations) come with the SSS shaders to simplify usage. As they are presented in the mental images shader documentation, these are material Phenomena which produce a material result, whereas typical color Phenomena define shader combinations that produce a color result. As noted, the Phenomena for using SSS in your particular distribution may vary. For example, in the Maya 6 Bonus tools, the shader combinations form color Phenomena, which group shaders by their input to the material of the documented material Phenomena. A material Phenomenon combines component shaders into a material, defining the input connections for material shaders, photon shaders, lightmap shaders, etc. For those who wish to add these directly to .mi scene files, please note that material Phenomena have a different usage syntax than color Phenomena. We show this usage in the sections below. Physical SSS PhenomenonThis phenomenon implements the physical SSS material:
Component ShaderPhenomenon DiagramThis simple material Phenomenon uses its component shader for both its material(surface) shader and its photon shader.  In Maya, simply use the component shader as an input to both the material and photon inputs of the SG node. Example usage in .mi scene file Image courtesy Dominika WaclawiakIf we use the material/surface shader directly, make a shader definition, and then connect it to both the material and photon inputs of the material. For example, from the grapes mi scene file that made the picture above, note the max_photons and max_radius parameters in bold. As mentioned in the physical sss usage tips, try setting these to 1 and 1 to see the photons.
shader "misss_physical1" "misss_physical" ( "material" = "lambert3.outColor", "transmission" 0.678113 0.835 0.505175 1., "ior" 1.33, "absorption_coeff" 0.001 0.0025 0.01, "scattering_coeff" 0.7 1.22 1.9, "scale_conversion" 10., "scattering_anisotropy" 0.75, "depth" 5., "max_samples" 18, "max_photons" 1000, "max_radius" 20., "approx_diffusion" on, "approx_single_scatter" on, "approx_multiple_scatter" on, "lights" [ "spotLight1:spotLightShape1" ] )
material "misss_physical1SG" = "misss_physical1" photon = "misss_physical1" end material
object "grape:pSphereShape12" ... end object
instance "grape:pSphere12:grape:pSphereShape12" "grape:pSphereShape12" material ["misss_physical1SG"] ... end instance If we were using the material phenomenon misss_physical_phen, we would make a definition of that, and then use it directly from the instance, without requiring a material block, eg,
shader "misss_physical_phen1" "misss_physical_phen" ( "material" = "lambert3.outColor", ... ] )
object "grape:pSphereShape12" ... end object
instance "grape:pSphere12:grape:pSphereShape12" "grape:pSphereShape12" material ["misss_physical_phen1"] ... end instance Example for your use To give you a simple mi file small enough to download (about 200K), this grape has been extracted from the grapes scene, and the texture maps have been removed. The file requires mayabase and subsurface libraries.
Currently, it has a material phenomena. Left as an excercise to switch it back to just using the shader.
Non-Physical SSS PhenomenaThe following Phenomena implement the above mentioned non-physical SSS materials:
misss_fast_simple_phenmisss_fast_skin_phenmisss_fast_skin_phen_d Or, from Maya 6 Bonus Tools, use these non-physical color Phenomena
misss_fast_simple_mayamisss_fast_skin_mayamisss_fast_lmap_maya
Non-Physical SSS Component ShadersThe above phenomena use these component shaders:
misss_fast_shadermisss_lightmap_writemisss_lambert_gammamisss_skin_specularmisss_call_shader
Non-Physical SSS Phenomena DiagramsThe diagrams below show a simplified depiction of the component shader connections. These diagrams also show how the Phenomena relate to each other. This first diagram shows a simple two-layer SSS model.  The outer box represents the material Phenomenon we see in the mental ray shader documentation. The material Phenomena may also come in the shader library shipped with mental ray standalone distributions at version 3.3 and above. The inner surrounding boxes labeled misss_fast_*_maya represent the color Phenomena that come with Maya 6 Bonus Tools. In Maya, connect the appropriate color Phenomenon into the material or lightmap input of an SG node. (If you are unsure of your Phenomena type, please check your subsurface.mi file.) The next diagram shows the three-layer skin model  When using the material Phenomena in the standalone version, the misss_call_shader component shader is designed to pass a procedural shader through to the material. The Phenomenon in the next diagram merely adds a displacement shader input. The above Phenomena are simplifications of this next one. In Maya, you hook up the environment and the displacement separately, anyway. Note that an SG node in Maya translates into a material in mental ray. From Maya, connect the environment shader, and the displacement shader into the respective SG inputs.  mi Examples to come ... Discuss on LAmrUG forum |