This is a quick tutorial on doing translucency effects with the Subsurface Map
for light fixtures.
The first thing that I normally do is to detatch the globes, shades, etc., from
the rest of the fixture.I do this to make it easier to generate a subsurface map.
In this example the glass globes.
The next step is to generate a subsurface map. I could always just use a gradient
map (this is how I did it before max 2010). But using the subsurface map gives me
a greyscale map based on how far apart the geometry is from itself. This is perfect
for translucency effects.
To generate the subsurface map go to Render > Render Surface Map.
Choose the size of the image to generate.
To control how much grading between black and white use the blur
settings. In this example I set the bur to 12.
Select the object in the viewport.
Click Subsurface Map. Then make sure to save your image. We will use this to drive
the color and/or the ammount of the transluceny and self illumination.
The next step would be to make your material. In this example I made a glass material.
Nothing fancy, just solid glass preset with pure white in both the refection color and
refraction color. I the turned the transparency to about .5. I left the IOR at 1.5.
I checked Translucency and set the weight to .85.
Then I created a mix map in the Translucency color map slot. I set the first color
to almost black. The second color map in the mix map I set to the same as the default
Translucency color swatch. For the mask slot I loaded the newly created subsurface map.
Thats pretty much it for translucency settings.
For the inner faces of the globes I copied the glass material and added the same mix map
to the self illumination slot. For this mix map I changed the color from black to
tan/orange, and the other color to light yellow.
I also changed the kelvin color to 3500 and cranked the miltiplier untill it looked nice to me.
As far as my environment settings go, I used the MR photgraphic exposure control set to 7.
And used the "apartment" HDRI for reflections.
The subsurface map can be used for alot of very cool effects. For example, you can use it the
weight slot of the translucency to get your objects to go from almost completely translucent
to mostly transparent depending on the thickness of the objects.
Here are some examples..........
Here is an example with the subsurface map driving the weight parameter.
I hope this is usefull to some.