templargfx opened this issue on Jan 08, 2013 ยท 182 posts
templargfx posted Mon, 21 January 2013 at 4:26 AM
The surface_color parameter is not so much what colour the surface is, but what light does not pass into the skin, and is reflected instead. the darker this parameter, the more light gets into the skin for SSS to happen. This gives the appearance of softer or less dense skin. at least that is what I have observed.
You could plug in your diffuse map and it would give you a sortof skin look, but bright areas will have a hard look, while dark areas will be very soft and blurred.
The turbulance node simply gives a slight variation to the softness of the skin to help break up uniformity. the amount of change is about 2-3 lumins. I use the bump map to control scale just to add further random-ness to it.
TemplarGFX
3D Hobbyist since 1996
I use poser native units