My cycle skin set by mini70
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Description
Cycles based SSS skin shader
https://www.renderosity.com/forums/threads/2978516/cycles-based-sss-skin-shader
Teeth set: ghostship2's set
https://www.renderosity.com/forums/threads/2954843/poser-12-renders?page=18
Turorials Bloender
Translucency amount control(blender.stackexchange.com)
Translucent material and light(/blenderartists.org)
Comments (4)
hborre
What is your Scatter Radius for the RGB values? I'm afraid I have to disagree with using the Translucentbsdf node to control SSS. Usually, that node is used for flat, single-mesh objects like leaves and flowers projected on a flat plane. The Surface values are too high; under simulated daylight, the skin will look perfectly normal, but decreasing the light levels to darkness will reveal a glow to the model. In the first image, you already see a bluish tint to the skin because of the proximity of body parts interacting. I noticed that the Bump map node is connected to the Clearcoat normal channel, and the Clearcoat Roughness is activated, but the Clearcoat channel still shows a zero value. Subsequently, Clearcoat does not contribute to the final mathematical calculations, and as a result, does not affect the skin texture appearance. I'm unsure about the use of the Lightpath node in this setup. If you have a logical explanation for using it, I'd like to hear it. Also, if you are including the extra PrincipledBsdf node with colored chips to show a preset to the actual one you are using, I'm afraid it doesn't work that way. Whatever connections you establish to any particular channel will override those those preset settings.
mini70
Thank you for telling me a lot of things. My scatter radius for the RGB value is 0.110000, 0.030000, 0.015000. I've uploaded new pictures.
I have never used blender tool! So, I selected and applied two infomationes for translucent through Internet searching.
I'm sorry to show you the wrong information. I made new sets referring to your words.
But I'm not satisfied with the translucent and bump value yet.
hborre
You are making progress, however, the Scatter radius values you are applying are incorrect. To calculate the Scatter radius values for RGB, divide your RGB values by 255. That will give you the appropriate decimal values for each channel. In image 4, you selected a color space of R=135, G=88, B=39. Applying the corrected radius values, based on the formula I posted previously, you should be entering R=0.53, G=0.35, and B=0.15.
Disconnect the Bump node from the Clearcoat Normal; the Clearcoat channel has a value of zero, so the Clearcoat Roughness is not calculated by the PrincipledBsdf node. Translucency is not very prominent unless you have directional lighting from behind or the side. You don't want to overdo the Scatter Scale; the skin will become too translucent and waxy. In addition, you will introduce an ambient glow in body areas that would normally have none realistically.
mini70
Thank you very much!
O I see!!! Actually, I like a slightly waxy skin. haha:) But I'm not satisfied with bump value yet.
Please look at my image 7.
hborre
To achieve a waxy look, decrease the Roughness value and increase the Specular value. The skin texture will become more reflective.
mini70
Thank you! I will try. :)