Where to apply sub surface scattering maps?

Just a quick reply on point 6, that must be a wrong scaling of the object. If you select the object in your scene and select properties I guess it’s 100x too small or it went from inches to metres. Using the right scale in KeyShot (and other renderers) is quite important to prevent weird render issues and it makes it also easier to work with.

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Seems alright to me, unless my knowledge of agaves is way off.
It might have to do with the issue that Will mentioned in point 9, now that I think about it.
But I’ll keep the scale check in mind when working in other projects.
grafik

Looks perfectly fine indeed!

I forgot to render it in CPU mode. Weird issue.
In GPU mode it looks okay with 0,05cm translucency, in CPU mode that value has to be increased up to 10cm.

I gotta admit that my poor old 4 core/8thread CPU is really reaching its limits now, haha.
Time for an upgrade in the future I hope.

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Wonder if that’s a bug or supposed to be that way. I must say that I try to prevent my scenes having to be rendered on CPU since GPU is so much faster. My CPU is a i9-9900K so not that fresh as well but even with a 13900K my GPU will be so much faster it’s just you are limited in textures with the amount of VRAM you have.

Glad you got it figured out.

Right, the translucency value part was point number 9 I noticed. It looks to me to be off by a factor of 100 in GPU mode, which would make sense if the units were meters by default instead of cm… probably a bug.

Answers to your qeustions:
Linear map (too long to explain here, please reference my article here) You can find the contrast slider I mentioned, by entering the material graph, double-clicking a texture (properties on right side of screen) and looking under the Color accordion.

HDRIs are a handy ‘quick’ approximation of light. Physical lights like area lights are going to be more physically accurate. It’s easier to get a sense of how bright or large a light is using physical measurements, as opposed to HDRI values, which are not absolute.

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