ZBrushCentral

Material for Human skin in Maxwell render

Hello I want to make a nice basic sss shader for all my designs in zbrush so when I make a new creature to have a nice basic rendering in Maxwell render. So I made a try and get something and I want to share it with you. If someone understands the concepts of subsurface scattering in Maxwell render feel free to develop the shader and if you make contact with me I will post it in my blog.
Subsurface Scattering human skin shading on Maxwell

I’ve still have not a good model but just a test. This awfull strong back light is to show you sss capbailities of material and if someone know how to fine tune it. For now just for the material.


This is my last version of it

PS: You may contact with me immediately in the chat section of the blog.

I just bought Zbrush!! w00t!
I also have played with MAXWELL… i r love more than Mental Ray
I’m a noob on both fronts but I support your :wink: effort as i am about to start doing this my self
just give me 6 months to get over the learning CURVE:evil:

Thanks CyberSpawn2100… I will wait. Until then download it I’ve playaround with the settings so thats my last pic from the shader I think it works now just have to play with SSS settings, transparency and colors to suit your needs. I’ve type it all in the blog what to do:

Human hand shader big picture
See blog link below.

Hi Sinmania,

this is nearly what I was looking for days.
I just bought Maxwell 1.5, but Cinema 4D is beside ZBrush my main App.
So I unfortunately cannot use your maya-files.

Would you think you could transfer it to the Maxwell-studio-platform so every maxwell-user could try it and make ones own experiments ?

My current basic problem with Maxwell (beside the fact that the Cinemaxwell-Plugin is buggy, buggy, buggy :mad: ) in my workflow with ZBrush is that I cannot so far bring my ZBrush-Normal-maps to work properly (or better to work at all :confused: ) within maxwell’s renderer.
In clear terms, the rendered pics show everything, but not the Details I created in ZBrush.
Do you have any idea how normal-maps from ZBrush must be build to use them in maxwell 1.5 ?

Thanks for any help.

Hi Rastaman,
About ZBrush-Normal-maps in Maxwell they work only like bump maps with normal option on and with realy low depth even if bump is set to 100 max value I don’t know why?!? So you will cannot see your fine scratches from Zbrush but just low subs difference of meshes just doesn’t support this future yet. In connections editor in Maya(don’t know in C4d there is displacement nodes but they still doesn’t work)Guys from Maxwell said that there will be soon update with displacement future on they have it done already but it is in some kind of testing period so they skipped it in 1.5 version of the renderer. Plugin in Maya is also buggy :).
Zbrush also from their said say that they will run plug-ins for Zbrush 3 -Zmapper and Zdisplace so you don’t have to do workarounds until now see my posts in blog i have info about this how to do the workflow.
Just try using them in bump node. First try checker map on the plane with proper scale. To see the bump how hard it is. So then you will have a value that witll work. Also try retouching the image in PS to make a constrast bigger between gray values. In maya there is gain value… I hope it works.

About the skin shader. This one is special for you:cool:. Download Human Skin shader.
But there is a small missing… in the material to one of the two specular coatings. Because it uses ramp connected with Samlper info special node in Maya which simulates fresnell effect but it is not very important I hope you find a way to simulate it. I’ve rearanged some of the settings but in my blog you can read which one for what to tune. Mainly tune sss attributes, transparency, colors. Cheers from Bulgaria.

Hi Sinmania,

thanks a lot for the reply and of course the shader.:+1:
I will try him soon and post my results here if they are worth it.

Greetings from Germany.:laughing: