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ruhney71 — RSSV21 - Skin Shading Test 01

#shader #skin #subsurfacescattering #texture
Published: 2015-01-11 20:47:48 +0000 UTC; Views: 1019; Favourites: 5; Downloads: 82
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Description Took once more a whole new approach to building a skin shader. After getting quite nice results with how the skin reacts to several light conditions, it is once more the quality of the bump maps delivered by Daz that are causing problems. Just look at the side of her neck.

This version of the shader contains a whole lot more activity that gets injected into the standard texture maps and there's more going on in the subsurface colors, like so with the roughness and reflection nodes.

Do I think this is perfect? Not at all, but it is sure a nice learning session to use more effect nodes and have them 'DO' something. In anyway the result is in my opinion that much of interest since now the eyes really start to stand out as 'unreal'.

Any comments are welcome as always!

Model Gn2F - V6 - Anna Texture map
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Comments: 11

sweetzcandyz [2015-04-02 13:44:41 +0000 UTC]

Amazing work!

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ruhney71 In reply to sweetzcandyz [2015-04-03 21:28:38 +0000 UTC]

Thanks so much!

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sweetzcandyz In reply to ruhney71 [2015-04-05 16:52:16 +0000 UTC]

You're welcome

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stoper [2015-01-12 19:37:12 +0000 UTC]

Looking good. Keep at it.

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ruhney71 In reply to stoper [2015-01-13 08:10:28 +0000 UTC]

Thanks! And I will

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Epoch-Art [2015-01-11 22:41:01 +0000 UTC]

This is the first I'm seeing of your work, but I think this result is actually pretty damn good. Are you using the bump as a specularity map as well, an actual specularity map, or using a different approach? You can always turn down the bump for close-ups and up for distance. No one setup will be ideal for every render. I can see a blinn on her chin from the underlighting which is a nice touch. And I also think the reflection in the eyes is really good. Is this shader using SSS?

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ruhney71 In reply to Epoch-Art [2015-01-11 22:59:55 +0000 UTC]

Thanks so much!

No, specularity is controlled by fall off and influenced by noise generators. The way specularity is influenced after that is by the bump applied to the skin. So, the actual amount of bump is breaking up the specularity.

The approach I am trying to follow is that at first I have a super smooth object. This object has a color which is influenced by light. That is where SSS comes. The way the SSS is working is that Noise and different colors are mixed with the main texture map. Fall off nodes do the Pre Work for what the SSS is giving back as a result.

After all kinds of stuff is done to the colors and specularity or glossiness and reflection and roughness, the irregular terrain of the skin is coming in and injecting by that the direction how light should bounce off.

Right now I've trashed the original bump maps and am working on bump generator to mix with detail bump info.

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JavierMicheal [2015-01-11 21:41:36 +0000 UTC]

I beg to differ this is spot on to life like skin.

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ruhney71 In reply to JavierMicheal [2015-01-11 22:51:58 +0000 UTC]

Thank you Javier! Much appreciated!

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AstuceMan [2015-01-11 21:07:29 +0000 UTC]

Impressive work
With octane ?

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ruhney71 In reply to AstuceMan [2015-01-11 21:22:41 +0000 UTC]

Thanks! And yes, this is with Octane. My skin shading version 21.

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