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sss pt


bergj

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Hi Aleks,

I had to deal with that issue before and I'm probably the one that answered about swapping UV in the shader to get SSS to behave correctly.

I'm attaching a picture of how I did it. Basically, in the shader you just create a uvcoords node and plug the first output value to V and the second to U.

If you have trouble with a file, link it here and I'll have a look at it.

I also remember that, at that time as I was using alembic to get my geometry into Houdini (11) I had to use specific settings on my reverse node that probably don't apply to your file, but it could be that you don't need the reverse node anymore once you swap U and V in the shader.

Cheers

Bruno

post-683-134411245832_thumb.jpg

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Thanks for the help. I tried that method and it made the rendered image blocky with or without the reverse node active. Here is the scene file and the obj and the diff and displace maps.Thanks for looking at them.

scene file

Hi Aleks,

I looked at your file and you're almost there. You don't need the reverse node, but you have to remove the uv info from your object to get it to render correctly. Just add an attribute node and in the vertex tab, delete the uv attribute.

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