Sub Surface Scattering PBR shader for Substance Painter.
Channels: Base Color, Metallic, Roughness, Height, Normal, Emissive, Transmissive, Opacity.
Sub Surface effect uses the Thickness map in the Additional maps of your Texture Set, don't forget to bake it!

The standard SSS shader supports Alpha mask transparency, a second SSS shader is included and supports translucency.

Uploaded: over 2 years ago
Updated: almost 2 years ago
Version: 3
File Name: PBRSSS.zip
Size: 835 KB

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DISCUSS
over 2 years ago

unfortunately it doesn't compile for me, the thickness map isok but the log give me that error after the load of the shader :

[GenericMaterial] PBRSSS.glsl:3 | Special comment that is not a 'state' or a 'param' definition
[GenericMaterial] PBRSSS.glsl:12 | Special comment that is not a 'state' or a 'param' definition
[GenericMaterial] Creation of the shader PBRSSS failed

I don't post the full log, i can maybe post it on the forum, let me know.

Nicolas


over 2 years ago

I just fixed it and added alpha mask and alpha blend versions with custom thumbnails, thanks for the report!


over 2 years ago

Hey Jeremie you can delete all the comment to keep it clean if you want, i can't delete my own comment.


over 2 years ago

Jeremie, there is still an issue when the post process are enabled with the PBRSSS, and this issue doens't happen with the pbrSSS alpha-blending and Alpha-Test version of the shader.
The result in the viewport, is like the polygon normal has been flippep and the lightning looks very intense.
here is a screen :
http://i.imgur.com/Do1G9ES.png
alpha-blending :
http://i.imgur.com/3So24gZ.png


over 2 years ago

I'm not sure where this glitch come from, I removed the basic SSS shader and replaced it with the alpha test one, the additional cost is negligible.


over 2 years ago

yeah i tried to fix that on my side editing the shader, but with no sucess,
but I can work with alpha test/blending
thx you for the fast support Jeremie ;)


over 2 years ago

Is there a way to add a subsurface colour map to the subdermal colour channel? As I can only use the subdermal colour parameter which is a bit too uniform. I have a user channel with a subsurface colour map i.e user3 it would be nice to use that instead of the subdermal colour.


over 2 years ago

You can check Transmissive map in the shder's parameters and add a Transmissive channel to your document.
Transmissive = subdermal (kinda ;))


over 2 years ago

Ya I have tried this thanks that helps to allow me to paint where the effect is applied. However what I would like to do is change the colour of the subdermal also. I know it sounds a bit strange but I think it would make the shader much more powerful. Thanks for the response.


over 2 years ago

great fix Jeremie :)


over 2 years ago

The transmissive can be colored :) By default it is created as a greyscale image though I think. Change its format to rgb in your document settings and you'll be able to have different colors for the subdermal.


about 2 years ago

Im a noob at this, but how do I apply this to SP? Sorry I just never tried to make my own Shaders for SP I always just made Materials and SM's :) great Asset btw 5 stars :)


about 2 years ago

You can copy it in your C:\Users\...\Documents\Substance Painter\shelf\shaders folder.
It will appear in your Texture Set settings window if you click on the shader selector.


almost 2 years ago

Does this work with v 1.71.1 ?? I've put it into the shelf shaders folder but nothing is showing up either on new file creation for shader selection, nor the TextureSet list shader selection ? :(


over 1 year ago

Jeremie, i just downloaded it, added to shaders but i am getting the same message as Nicolas. What;s happening ?


over 1 year ago

What build are you using? I have no issue with 2.0.3.


over 1 year ago

same here, 2.0.3 :/


over 1 year ago

Should i put it in a folder maybe ?


over 1 year ago

Now i got 2 files from a .alg_meta folder and put it on shaders folder. This is the log message:

(Could you please write the process of enabling the shader ? if it works for you, it surely must work for me too.
It must be that i am doing something wrong...)

[Scene 3D] 3D scene successfully loaded
[Scene 3D] 3D scene successfully loaded
[Scene 3D] 3D scene successfully loaded
[Scene 3D] 3D scene successfully loaded
[Scene 3D] 3D scene successfully loaded
[GenericMaterial] Creation of the shader pbr-metal-rough successful
[GenericMaterial] Creation of the shader pbr-metal-rough successful
[GenericMaterial] Creation of the shader pbr-metal-rough successful
[Shader Helpers] Module memory:/shelf/PBRSSS/PBRSSS.glsl doesn't exist.
[Shader Helpers] Module memory:/shelf/PBRSSS/PBRSSS.glsl doesn't exist.
[GenericMaterial] FS compile log:
[GenericMaterial] ------------------
[GenericMaterial] File index:
[GenericMaterial] 0: shader-skeleton.frag.glsl
[GenericMaterial] 1: shader-common.frag.glsl
[GenericMaterial] 2: lib-utils.glsl
[GenericMaterial]
[GenericMaterial] shader-skeleton.frag.glsl:32 | 0(32) : error C1008: undefined variable "shade"
[GenericMaterial] FS compile log:
[GenericMaterial] ------------------
[GenericMaterial] File index:
[GenericMaterial] 0: shader-shadow-skeleton.frag.glsl
[GenericMaterial] 1: shader-common.frag.glsl
[GenericMaterial] 2: lib-normal.glsl
[GenericMaterial] 3: lib-defines.glsl
[GenericMaterial]
[GenericMaterial] shader-shadow-skeleton.frag.glsl:24 | 0(24) : error C1008: undefined variable "shadeShadow"
[GenericMaterial] FS compile log:
[GenericMaterial] ------------------
[GenericMaterial] File index:
[GenericMaterial] 0: shader-skeleton.frag.glsl
[GenericMaterial] 1: shader-common.frag.glsl
[GenericMaterial] 2: lib-utils.glsl
[GenericMaterial]
[GenericMaterial] shader-skeleton.frag.glsl:32 | 0(32) : error C1008: undefined variable "shade"
[Scene 3D] 3D scene successfully loaded


over 1 year ago

Hey, IMPORTANT!! I successfully loaded the shader !!
What i did: I extracted the zip directly to shaders folder...Earlier, i copied it to desktop and then moved to folder...Not quite sure if that makes sense, but it works... Thank you! i am now going to explore it :)


over 1 year ago

Is this compatable with substance painter 2? It doesnt seem to work


over 1 year ago

It works fine for me in 2.0.5. What is not working exactly?


over 1 year ago

666


over 1 year ago

QUICK Question! Where do I place this in my Painter folder?


over 1 year ago

In your C:\Users\...\Documents\Substance Painter 2\shelf\shaders folder.


over 1 year ago

Seems like for rendering it doesn't work. I can see the shader effect on the painter while moving the light but when I put on the render mode it just ignores this shader. I have changed the shader for rendering as well, but still not rendering with the SSS. What should I do?


10 months ago

Is this shader still working? I'm not really sure how to use it but my whole model just turns pink when I select the shader from the Viewer Settings window. Any help guys?


10 months ago

thank you~


9 months ago

Thanks. Looks great. Doesnt work in iRay though right? no way to have SSS in iRay?


5 months ago

Hi Jeremie, Great shadder Allegorithmic should include a version of your SSS shader with Substance Painter. For debugging I thought you might want to know when I dragged the PBRSS folder on to my shelf, Painter gave me the following message :
[Shader Helpers] [GLSL] texture2D() at line 55 is deprecated. Please use texture() instead.
[Shader Helpers] [GLSL] texture2D() at line 59 is deprecated. Please use texture() instead.
[Shader Helpers] [GLSL] texture2D() at line 55 is deprecated. Please use texture() instead.
[Shader Helpers] [GLSL] texture2D() at line 59 is deprecated. Please use texture() instead.
[Shader Helpers] [GLSL] texture2D() at line 55 is deprecated. Please use texture() instead.
[Shader Helpers] [GLSL] texture2D() at line 59 is deprecated. Please use texture() instead.
[Shader Helpers] [GLSL] texture2D() at line 55 is deprecated. Please use texture() instead.
[Shader Helpers] [GLSL] texture2D() at line 59 is deprecated. Please use texture() instead.


about 1 month ago

Hello. Sorry for the n00b question, but dragging it onto the layer stack like a material doesnt seem to work. I suspect its because its a shader. But if not that way, how do you apply it? I see a yellow message on the bottom that says GLSL texture 2D() at line 59 is deprecated. Please use texture() instead. Is that why it doesnt work? Project Configuration doesnt have a thing about what shader either.


about 1 month ago

oooh waait, i get it. This isnt to make maps that go on SSS shaders, this is just for I-ray. Kay


about 1 month ago

Hey guys sorry for my noob question but i painted my transmissive map but i don't know how to export it!! any help??