Forum: Poser - OFFICIAL


Subject: Skin tones and SSS

cedarwolf opened this issue on Jun 01, 2013 · 48 posts


kobaltkween posted Wed, 19 June 2013 at 7:17 AM

Sorry, I don't think I was clear enough.  This is a problem with any type of specular node.  It was the conservation of energy trick I'm guessing you took from EZSkin.  Conservation of energy means your light can go either to specular _or_ SSS (or other types of shading, but those are the two you're using here), but not both.  The EZSkin CoE is a quick and dirty version of this that forces the specular into greyscale and doesn't include reflection.  Which works just fine pretty much all the time. I've never seen an image that looked like it used EZSkin and showed any of the problems I had with trying that trick.  But because I did encounter my own problems with that particular CoE trick, and they were weird and completely mystified me for ages, I thought I'd let you know about them in case you did run into the same problem.

But I wasn't talking about using Blinn specifically.  It's fine to use that if it works for you.  I personally just use a high intensity Specular or Glossy (if the material is shiny enough) with Fresnel controlling the intensity.  That way my reflection and specular take the same IOR based Fresnel control and I don't worry about trying to figure out the relationship between Eccentricity and IOR. But that's an ease of use issue.

I will say that I'm really curious about your intensity control on your Blinn.

To avoid using HSV, I mainly multiply by the color I want after saturation and value shifting.  I could do more complex things, like use the Photoshop layering equations (I've translated them into Matmatic and nodes), but for now that's overkill.  At least, that's how I handled dermal scattering.  Subdermal I do blend between the texture and the texture multiplied by a subdermal color, with a control based on the amount of red in the skin. 

I've done other tricks as well, like when I made a blue and purple hair material.  I combined HSV with colored swatches.  But I always use the same custom blonde texture in my hair materials, so I know the range my texture works within.

In terms of whether or not using the actual Skin 1 or Skin 2 materials are too saturated, I really think it depends on what you want as an outcome.  When I tested plain EZSkin2 (my SSS control) against plain old default (basically diffuse),  EZSkin2 with Use Material Color checked was tanner than default.  But it just looked like tan skin to me.  I don't find it unnaturally saturates the material.

Which is all I really care about.   I don't so much care about being true to the skin tone of the original texture.  Mainly because I don't have a huge library of V4 textures (I do of V3 textures, though, so I can't claim any frugality), and I have an even smaller number of "go to" textures.   I get a lot of my diversity from Photoshop and materials.   And since I figure a lot of people just don't want that milky look but don't want a lot of trouble, that could help a lot. 

Also, I just think it's good to have an option beyond white scattering.  That's why I went to Custom_Scatter in the first place.