SSS affecting shadow pass

I think the way SSS is implemented right now ( lightmap caclulation etc. ) has the side effect that you loose the information of the shadow pass. That means that if you want to isolate only the shadow pass in a render layer to adjust the shadows you won’t get them.

Below is a very simple example showing the effect. The plane is rendered with SSS toggled on/off for the two output viewers.

The only solution I could come up with, is to render the shadow pass into a file with all sss materials turned off. Then I could use this map as input afterwards. The problem with this is, that if you change the lighting, you would have to do this toggling all over again.

Any ideas ?

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Quick fix: Create a new scene with your objects linked. Any change in their location/geometry will be reflected in the new scene. In this new scene change all the materials to a non SSS type. In your comp you can load the shadow from the new scene.

Ahh, thats quite a good idea. This should work for me. Thanks a lot.

… and one still hopes that one day this isn’t neccessary :eyebrowlift: …

it kinda makes sense, since SSS allows the light to penetrate the surface of the object, and not strictly bounce off the front. Perhaps adjusting the front setting…because I wonder - do ANY SSS materials show shadows, and if so, then it must be a plane material SSS setting issue.

I not sure if any SSS material shows shadows in the shadow pass, but I doubt it. I might be wrong, but as far as I have understood the implemented algorithm, prior to the actual SSS pass a full lighting pass is performed, with all the diffuse and shadow calculation taking place, resulting in a lightmap for the mesh. So the all the light distribution is collapsed and ‘baked’ onto the mesh and using this the actual SSS calculation is done
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So this would effectively kill the shadow pass.

cart you just render the sss object on a separate layer, have a duplicate mesh with no sss on the normal render layer. then compose the sss over the normal render layer?