Why does this look different?

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Hey guys,

I just helped someone out about using the physical sss vop but one thing struck me when putting together this file. I cant recreate the same result that the mantra surface material produces. To me everything looks like its in the right place. All other connections have to do with fresnel/reflection/added emissions etc.

But just having diffuse + sss with the Mantra Surface material and my own SSS setup which is also diffuse + sss with exactly the same settings, for some reason the Mantra shelf version has a stronger attenuated colour (which i like) .

What is it that i am missing. Some pre-multiply somewhere?

Attachments:
PhysicalSSS_Setup.hipnc (2.0 MB)

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oh and here is the result. Took another look, still cant figure it out. On the left is my shader and the right is the Mantra Surface Material, all settings are the same.

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SSScompare.jpg (167.1 KB)

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Does no one have the answer? Im still looking over it and cant find out where i went wrong.
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plug Constant with value of 1 into kt input of physicalsss1
otherwise it will be calculated internally based on IOR and therefore your SSS is dimmed by fresnel angle by default
Tomas Slancik
FX Supervisor
Method Studios, NY
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Ahh thank you, i knew that mix node outside the “if” had something to do with it. I dont have a session open right now but i would guess the mix is activated when fresnel blending is on, and is a mix between a constant of 1 in input 0 and those settings (fresnel) using the Subsurface minimum as the interpolated bias.
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