Quote - I would like to see the node set up on this one! I am quite frustrated by the scatter node setups that are around because they seem to take my textures and lighten them and don't get me started on the specularity being way, WAY too much.
OK. I know no one else has posted and I'm taking over this thread, but I want to answer Latexluv's question.
Yeah, that is the problem with using Skin and Skin2. They're both very skin like and not very flesh like, so they're a lot more translucent and easy to blow out than solid flesh.
I'm not sure how much looking at my skin material would help you make your own. Largely because I've got my own approach to different aspects and they're all kind of mixed together in that. Let me try breaking it down into basic components:
- Diffuse color: Base diffuse texture unaltered (assuming I don't want it to be a little paler or darker or whatever)
- Dermal SSS color: Base diffuse altered to be lighter, much less saturated, and more yellow/tan
- Subdermal SSS color: Base diffuse altered to be almost pure red in hue (keeping it somewhat orange just to avoid the lobster look)
- Generated SSS Map: I get the SSS amount by dividing the red component of the diffuse tex by the total value of the diffuse tex. Then I boost it a bit. This sounds complex, but it's just a few 3 nodes: image, comp node, and regular (not color) math node. Divide (1.25 * Comp Node (Component = 0, color = Diff Tex) / 3 * Diff Tex)
- Edge Blend to give more dermal scattering and less subdermal at the edges: I use medium to dark grey inner, light grey outer, very low attenuation (~ 0.05)
- SSS: One or more Custom Scatter nodes. At present I use a single Custom_Scatter node, with the appropriate controls on different parts. My surface color is the diffuse map. My scattering color is a mix of my dermal and subdermal colors defined by the controls described above. My scattering distance (higher for dermal, lower for subdermal) is controled similarly (Math node to set base and additional amount with control plugged in). My prescatter color is a mix of white (no change for dermal scattering) and dermal scattering color (for subdermal scattering) based on the above. I plug all of this into Ambient Color, so that I can use Ambient Value to control the amount of SSS.
- SSS amount: I use this to control the Ambient Value (SSS amount) and Diffuse Value (inverted, to control the diffuse amount. I keep both Ambient Value and Diffuse Value below 1.
- Fresnel Blend to control specular intensity and reflection amount: I give it an IOR controlled by the spec map (if there is one)
- Reflection: I use a softness of 6 and quality of 0.6, which seems to render OK. I had problems with grain that these settings seemed to fix.
- Fresnel controlled specular: I use a simple specular node. Blinn's eccentricity is Fresnel, but in reverse (higher value is more Fresnel and lower IOR) and with a relationship to IOR that's unclear to me. So I avoid it. If I really want something to look wet, I'll use Glossy.
- Bump (if it's there)
- Displacement (if it's there)
It can get a little more complex if I have masks and different types of materials (lipstick, water, etc.), but that's basically it.