Subsurface Scattering appears all around us, though not as obviously as in a light torch-to-hand example or light passing through a persons ears as light shines at them from behind. It's a big help in achieving skin that doesn't look plastic!

The diffusion of light within the

top layer of the skin.

The important effects of subsurface scattering are very difficult to see until they are absent, and it becomes obvious that “something is missing”. Therefor this effect is very easy to overdo and to put too strong an sss effects in a

renderings an apparent “softening” of bumps and small structures, and a small “bleed” of light into shadow areas, diffusing the otherwise sharp shadow edges
















Modifying a bump texture

The bump texture is too crater-like to be a convincing orange. The bumps are

too numerous and too deep. A quick way to fix this problem is to scale up the

entire texture. To interactively position a 3D texture

Double click the place3dTexture1 swatch, to the left of the Brownian

color swatch.

This node controls the 3D texture’s position, scale, and rotation. The

visual display of this node is a large cube that surrounds the sphere in

the scene view. This is the texture placement cube.

Click the Interactive Placement button in the Attribute Editor. A

manipulator appears for the texture placement cube.

In the scene view, click on the center scale box to activate the center

scale option. Scale the whole texture placement cube to about twice the

original size (until the Scale attribute values are about 2).

Now when you render, the bumps on the surface appear wider and

smoother, like the bumps on an orange skin. For example, the bumps in

the area surrounding the highlight do not appear to be as deep as they

were before you scaled the texture.

Scaling a texture placement cube is a common way to tune the texture’s

display. Scaling does not actually change the pattern, but enlarges or

shrinks it relative to the surface.

Now that you’ve changed the surface texture through scaling, move the texture

placement cube above the sphere drag the green arrow up,

to see how that affects the texture.



Editing the material attributes associated with shading materials affects how

they appear in the rendered image. In this way, Maya provides the option of

allowing you to create images as they would appear in the real world or in

your imagination.

Click Accept to close the Color Chooser.

If you compare the color in the Color attribute box with the sphere’s

color in the scene view, you’ll notice a difference.

The color you assigned is only one aspect of surface appearance. The

appearance also depends on how the surface reacts with light. The main attributes that control the reaction to light are under the Common




Material Attributes heading. As an example of these attributes, you will

change the Diffuse setting.

In the Attribute Editor, drag the Diffuse slider to its right to increase the

color brightness as viewed in the scene view.This will help create the illusion of a bright orange.

In visual arts, a texture is any kind of surface detail, both visual and tactile.

In Maya, a texture is a collection of attributes that creates surface detail.

Textures have a more specialized display purpose than materials. For example,

you can use textures to create the appearance of a marbled pattern, bumps,

or a logo image on the side of a can.a texture is also referred to as a texture node. A node is a

collection of attributes (or actions) with a common purpose. A shader is

sometimes called a shader node or material node.

To display a texture on a surface, you apply a texture node to an attribute of

the surface material. In the next steps, you apply a texture to the Color attribute

of the Phong E material.


Rigging of left hand