i just found the sss_startup.zpr ind the demoproject folder and played around with it.
I assumed the project would been set up so that you just had to hit render and get a good the sss result.
I tweaked the sphere a little so that i would get an interesting sss effect (so i thought)
but unfortunately it wasnt like I expected it at all. see the bpr below.
I expected the sss to be stronger in regions where the geometry is thin but it seems like a fresnel like effect on the rims.
So i figured zbrush can not produce a real sss render and is faking it. Is this correct?
But if so there must be a way to influence it.
I found the sss Pass in the bpr render pass pallette and thought of editing it in photoshop and then reenter it in zbrush
i could save the map and edit it without effort but how can i tell zbrush to use it for its sss pass?
And is there a way to paint on my model to generate a sssmap from that paint or mask?
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