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These are the user uploaded subtitles that are being translated: 1 00:00:00,990 --> 00:00:04,350 Welcome to another blender cookie tutorial my name is catcher mail 2 00:00:04,740 --> 00:00:08,640 and in this video we're going to be taking another look at realistic skin shading 3 00:00:08,640 --> 00:00:09,640 with blender. 4 00:00:09,780 --> 00:00:12,420 So far we walked through this subject twice already. 5 00:00:12,750 --> 00:00:17,400 Once in depth with the blender internal render engine in the realistic head series 6 00:00:17,790 --> 00:00:19,170 and then we briefly touched on it 7 00:00:19,380 --> 00:00:21,930 with cycles as in the pancake hobo course. 8 00:00:22,530 --> 00:00:26,430 But thus far we haven't gone in depth with skin shading in cycles yet 9 00:00:26,730 --> 00:00:27,850 so that's what i want to do. 10 00:00:28,200 --> 00:00:32,010 Now if you've watched any of my training before hopefully you know right away that 11 00:00:32,010 --> 00:00:35,400 the first order of business is taking time to observe reality 12 00:00:35,730 --> 00:00:38,730 and for human skin this is especially necessary. 13 00:00:39,090 --> 00:00:44,069 Because everyone see human skin every day and subconsciously knows precisely how it's 14 00:00:44,069 --> 00:00:45,069 supposed to look. 15 00:00:45,300 --> 00:00:49,860 That's why it's so hard for cg artists to get right because if it's the slightest bit off 16 00:00:50,040 --> 00:00:52,110 we all can tell and the illusion is broken. 17 00:00:52,530 --> 00:00:56,280 However understanding why human skin looks the way it does is another story 18 00:00:56,490 --> 00:00:58,050 knowledge that isn't so common. 19 00:00:58,470 --> 00:01:02,940 So please study as many reference for autographs as you can if you want to create a 20 00:01:02,940 --> 00:01:04,320 believable skin material. 21 00:01:04,860 --> 00:01:09,510 But since i have gone over skin observations before in the pancake hobo course. 22 00:01:09,840 --> 00:01:11,790 I'm only going to hit the basics here 23 00:01:12,150 --> 00:01:16,410 but if you want a more detailed explanation 24 00:01:16,410 --> 00:01:18,170 please go see the skin lesson in that course. 25 00:01:18,420 --> 00:01:21,660 So the buzzword when it comes to skin shading. 26 00:01:21,990 --> 00:01:23,970 Is subsurface scattering 27 00:01:24,390 --> 00:01:27,840 and this is basically a fancy term for translucency. 28 00:01:28,410 --> 00:01:30,540 If we take a look at this reference photograph. 29 00:01:31,050 --> 00:01:34,350 It's a very typical studio lighting setup 30 00:01:34,560 --> 00:01:40,110 with very harsh back and rim lights which are pushing a lot of light through the ear 31 00:01:40,110 --> 00:01:41,110 here and this is 32 00:01:41,190 --> 00:01:44,280 typically when it comes to subsurface scattering and human skin 33 00:01:44,520 --> 00:01:47,970 most people look straight at the ears because that's where the effect is most 34 00:01:47,970 --> 00:01:51,660 noticeable and you can get a very bright orange red glow 35 00:01:51,870 --> 00:01:54,870 and this color is what bleeds through the shadows 36 00:01:54,990 --> 00:01:56,400 and softens the shadows. 37 00:01:56,730 --> 00:01:58,290 Notice here at the nose. 38 00:01:58,620 --> 00:02:03,060 If we zoom way in and then if i just right click and hover over. 39 00:02:03,540 --> 00:02:05,070 The edge of our shadow 40 00:02:05,310 --> 00:02:07,530 notice just how red the color is 41 00:02:07,800 --> 00:02:09,390 that's actually happening on 42 00:02:09,570 --> 00:02:12,060 all the shadows across the skin 43 00:02:12,390 --> 00:02:15,990 and this is the key thing that i want you to take away from this observation 44 00:02:16,170 --> 00:02:17,760 and that we will need to recreate 45 00:02:17,970 --> 00:02:19,950 as we pull back out in general 46 00:02:20,220 --> 00:02:21,750 the effects of sub-surface 47 00:02:21,990 --> 00:02:26,310 causes a softening of the shadows and therefore a softening of the skin 48 00:02:26,430 --> 00:02:27,430 detail 49 00:02:27,630 --> 00:02:30,660 and as far as the orangish red color that is coming from. 50 00:02:31,260 --> 00:02:34,170 Different layers underneath the surface of the skin 51 00:02:34,410 --> 00:02:38,400 like blood like muscle and fatty tissue that combine 52 00:02:38,550 --> 00:02:41,520 to give us that color as the light scatters through it. 53 00:02:42,210 --> 00:02:43,590 And with all that in mind 54 00:02:43,860 --> 00:02:48,240 let's jump into blender and take a look at the assets we have to start with. 55 00:02:48,960 --> 00:02:52,080 So this comes from a personal project that i 56 00:02:52,290 --> 00:02:53,670 did a couple of years ago. 57 00:02:54,270 --> 00:02:57,120 It's a slightly stylized and 58 00:02:57,330 --> 00:02:58,770 elderly man head 59 00:02:59,070 --> 00:03:04,560 and the reason i want to use this is number one there is a ton of detail 60 00:03:04,740 --> 00:03:06,420 built into the geometry 61 00:03:06,630 --> 00:03:10,380 through a multi resolution modifier up to level five. 62 00:03:10,770 --> 00:03:14,040 If we jump up to that level you'll see 63 00:03:14,310 --> 00:03:17,160 all the skin and pore detail that I've included 64 00:03:17,430 --> 00:03:18,870 in the actual geometry. 65 00:03:19,200 --> 00:03:19,560 You can 66 00:03:19,800 --> 00:03:20,910 see how heavy it is. 67 00:03:21,240 --> 00:03:22,800 Considering the viewport 68 00:03:22,950 --> 00:03:24,330 sluggishness now 69 00:03:24,720 --> 00:03:28,710 and it's important that this is included in the geometry 70 00:03:28,890 --> 00:03:31,290 meaning that it's breaking the silhouette 71 00:03:31,590 --> 00:03:36,420 it's not only included in a bump map or some kind of cheat but it's actually 72 00:03:36,420 --> 00:03:38,580 affecting the shape of the geometry this will 73 00:03:38,700 --> 00:03:39,360 help to ensure 74 00:03:39,469 --> 00:03:40,890 a more believable. 75 00:03:41,310 --> 00:03:43,080 Subsurface scattering effect 76 00:03:43,320 --> 00:03:46,560 so let's pump that back down to let's say level two. 77 00:03:47,670 --> 00:03:50,130 And along with this very detailed. 78 00:03:50,610 --> 00:03:51,750 Piece of geometry 79 00:03:51,990 --> 00:03:52,990 i also have. 80 00:03:53,280 --> 00:03:55,440 All the texture maps that i painted. 81 00:03:55,800 --> 00:03:57,960 Specifically for human skin. 82 00:03:58,380 --> 00:03:59,380 Things like. 83 00:03:59,670 --> 00:04:03,810 Epidermal texture map and subdermal texture map. 84 00:04:04,230 --> 00:04:07,530 Bump maps subsurface scale maps specular maps 85 00:04:07,680 --> 00:04:11,640 all the textures that i would need for a realistic skin shader 86 00:04:11,850 --> 00:04:15,930 have already created it just needs to be plugged into a shader appropriately. 87 00:04:16,350 --> 00:04:19,980 So before we actually create the shaders let's go through through. 88 00:04:20,490 --> 00:04:26,130 The render setups that i have i'm just going to split my user interface over here to 89 00:04:26,130 --> 00:04:27,660 give me a very small. 90 00:04:28,110 --> 00:04:29,220 Render viewport 91 00:04:29,700 --> 00:04:32,430 and i should have a camera let's at zero there you go. 92 00:04:33,930 --> 00:04:38,370 Making sure that i'm in the cycles render engine I'll go ahead and enable. 93 00:04:38,880 --> 00:04:42,180 Viewport rendering or shift z in that viewport. 94 00:04:43,020 --> 00:04:46,740 And we have a black silhouette because i have no lights visible 95 00:04:47,010 --> 00:04:48,690 so let's jump over to my 96 00:04:48,990 --> 00:04:51,210 layer management add on and enable 97 00:04:51,330 --> 00:04:52,710 layer rin a. 98 00:04:53,070 --> 00:04:55,290 Which is my firm first lighting scenario. 99 00:04:55,740 --> 00:04:57,480 Pretty standard stuff with. 100 00:04:58,350 --> 00:04:59,910 A strong key light. 101 00:05:00,300 --> 00:05:00,660 A. 102 00:05:01,110 --> 00:05:03,240 Back slash rim light 103 00:05:03,660 --> 00:05:04,660 and then. 104 00:05:05,010 --> 00:05:10,260 A large card which acts as a sort of global rim light that i will show up 105 00:05:10,260 --> 00:05:11,580 particularly well. 106 00:05:12,210 --> 00:05:13,230 With reflections 107 00:05:13,530 --> 00:05:16,380 and then then let's go to the next one rin b. 108 00:05:16,710 --> 00:05:19,890 This is a actually very similar except that. 109 00:05:20,250 --> 00:05:24,426 I would change the world value so let me go choose a 110 00:05:24,636 --> 00:05:25,680 environment map. 111 00:05:29,070 --> 00:05:30,150 I will of course 112 00:05:30,450 --> 00:05:33,390 include some environment maps in the source files. 113 00:05:33,990 --> 00:05:35,130 And do 114 00:05:35,400 --> 00:05:38,340 ok so if i bump this up to let's say point five. 115 00:05:38,760 --> 00:05:43,260 Now we have a lot of environment lighting contributing to our shadows lightening them 116 00:05:43,260 --> 00:05:44,260 up a whole lot 117 00:05:44,400 --> 00:05:47,970 and then finally we have render scenario rio see. 118 00:05:48,660 --> 00:05:49,890 Which if i 119 00:05:50,160 --> 00:05:53,070 let's say turn off my environment light again 120 00:05:53,310 --> 00:05:58,290 this setup is useful for looking at how back scattering works through the ears 121 00:05:58,440 --> 00:05:58,830 and if 122 00:05:59,040 --> 00:06:00,870 my sub surface values are good. 123 00:06:01,410 --> 00:06:03,570 So yeah the reason i show you these is 124 00:06:03,720 --> 00:06:05,100 in order to get the best 125 00:06:05,310 --> 00:06:06,780 skin material. 126 00:06:07,530 --> 00:06:11,730 You'll want to look at the shading through different light setups 127 00:06:11,910 --> 00:06:16,020 and if it looks good in all the lighting situations then you can have confidence 128 00:06:16,170 --> 00:06:17,170 in your material. 129 00:06:17,550 --> 00:06:19,140 So i think I'll start with 130 00:06:19,620 --> 00:06:20,850 scenario a. 131 00:06:21,240 --> 00:06:21,840 Just because 132 00:06:22,020 --> 00:06:24,600 it's a little bit more neutral and standard 133 00:06:25,050 --> 00:06:27,540 and let's get started building materials lrs. 134 00:06:27,960 --> 00:06:28,960 I'll switch my 135 00:06:29,040 --> 00:06:31,230 three d viewport to the node editor 136 00:06:31,440 --> 00:06:32,820 with the n key 137 00:06:33,270 --> 00:06:38,580 and right now i have one of my cards selected 138 00:06:38,580 --> 00:06:39,060 but if i select my head geometry over here. 139 00:06:39,420 --> 00:06:42,060 We have no material associated so. 140 00:06:42,390 --> 00:06:43,410 Let's create one 141 00:06:43,530 --> 00:06:47,520 and i'm going to call this skin underscore simple. 142 00:06:48,240 --> 00:06:51,060 Because i'm going to walk you through a couple different 143 00:06:51,180 --> 00:06:52,500 skin shading setups 144 00:06:52,740 --> 00:06:57,840 obviously i named this one simple so the first one is going to be a fairly bare-bones 145 00:06:57,870 --> 00:07:01,170 approach just using the subsurface scattering node 146 00:07:01,410 --> 00:07:03,660 and textures associated with the model 147 00:07:03,900 --> 00:07:06,660 and then after that I'll show you a more complex 148 00:07:06,870 --> 00:07:09,840 approach to sub surface scattering specifically for skin. 149 00:07:10,320 --> 00:07:14,040 With Matt heimlich support of the Arnold skin shader 150 00:07:14,280 --> 00:07:17,910 which has all the bells and whistles of three layer skin shading. 151 00:07:18,540 --> 00:07:21,240 That you may be familiar with if you come from the re 152 00:07:21,480 --> 00:07:22,480 mental ray. 153 00:07:22,890 --> 00:07:24,210 Are obviously Arnold 154 00:07:24,630 --> 00:07:26,550 but being more complex 155 00:07:26,820 --> 00:07:29,790 means that it actually rings hers about half the speed 156 00:07:29,910 --> 00:07:31,350 as the simple setup 157 00:07:31,680 --> 00:07:36,270 and you can actually get a very believable result with the simple setup but 158 00:07:36,450 --> 00:07:38,490 still i think it's good to know both ways. 159 00:07:38,910 --> 00:07:42,750 So now let's introduce our subsurface scattering node with shift a. 160 00:07:43,080 --> 00:07:45,030 Shader subsurface scattering. 161 00:07:45,660 --> 00:07:47,940 And we'll remove our diffuse b sdf 162 00:07:48,090 --> 00:07:52,110 and plug in the bss rdf output into the surface input. 163 00:07:52,680 --> 00:07:55,320 And immediately we can see in our viewport. 164 00:07:56,040 --> 00:07:56,490 That. 165 00:07:56,880 --> 00:08:00,480 Way too much light is now penetrating the surface and scattering around 166 00:08:00,750 --> 00:08:02,220 it's glowing way too much 167 00:08:02,430 --> 00:08:07,110 so the first setting i usually tweak is going to be this scale value right here 168 00:08:07,320 --> 00:08:08,940 where the higher the value 169 00:08:09,090 --> 00:08:12,960 the easier it is for light to penetrate and the further through the surface it can 170 00:08:12,960 --> 00:08:13,500 penetrate 171 00:08:13,770 --> 00:08:14,850 the lower the value. 172 00:08:15,330 --> 00:08:19,740 The harder it is for light to pass through 173 00:08:19,740 --> 00:08:20,160 the surface and it doesn't go quite as deep. 174 00:08:20,520 --> 00:08:21,780 So let's bump this down. 175 00:08:22,440 --> 00:08:23,490 Two point one. 176 00:08:24,330 --> 00:08:25,330 And you'll see that 177 00:08:25,590 --> 00:08:29,370 less light is able to make it all the way through the ob checked and our shadows 178 00:08:29,550 --> 00:08:30,150 appear 179 00:08:30,420 --> 00:08:31,420 and if we go 180 00:08:31,530 --> 00:08:34,830 down a little bit more let's go two point one five cut it in half. 181 00:08:35,430 --> 00:08:39,720 Our shadows get even darker and more of our model starts to appear while we still 182 00:08:39,720 --> 00:08:41,970 have a lot of light shining through especially. 183 00:08:42,480 --> 00:08:43,480 In the ears 184 00:08:43,590 --> 00:08:46,440 because they're the thinnest part of our head mesh 185 00:08:46,770 --> 00:08:48,870 but that's still a little bit too high hi. 186 00:08:49,320 --> 00:08:51,090 How about a point one three. 187 00:08:52,140 --> 00:08:54,360 I think that's going to be a good value based on. 188 00:08:54,720 --> 00:08:56,880 My exploration of this shader 189 00:08:57,210 --> 00:09:00,900 and now with that dialed in it'll be a lot easier to go over these settings which i 190 00:09:00,900 --> 00:09:01,530 will quickly 191 00:09:01,710 --> 00:09:03,630 run through first we have. 192 00:09:04,140 --> 00:09:06,900 The fall off algorithm that we can select. 193 00:09:07,710 --> 00:09:11,460 Where i kind of look these in reverse order from bottom to top where compatible 194 00:09:11,610 --> 00:09:16,290 is the old algorithm that's about to be phased out and removed from trunk so we don't 195 00:09:16,290 --> 00:09:17,550 need to worry about that at all 196 00:09:17,850 --> 00:09:20,700 and we're going to be left with cubic and goshen 197 00:09:20,970 --> 00:09:25,800 cubic is a sharper fall off based on the documentation 198 00:09:26,160 --> 00:09:28,650 and it actually renders a little bit faster 199 00:09:28,950 --> 00:09:29,490 but then 200 00:09:29,610 --> 00:09:33,750 goshen is slightly more complex of an algorithm so it takes 201 00:09:34,020 --> 00:09:38,550 a little bit longer to render but it's perhaps a little bit more physically accurate 202 00:09:38,820 --> 00:09:42,240 though when i compare the two i really don't see any noticeable difference 203 00:09:42,420 --> 00:09:47,100 aside from a slight render time savings with cubic's i'm going to select that it is 204 00:09:47,100 --> 00:09:48,480 the default or it should be 205 00:09:48,780 --> 00:09:53,580 a below that we have color this is the general color of our object so if we. 206 00:09:53,970 --> 00:09:57,660 Do let's see switch that too let's see zoom out here. 207 00:09:58,320 --> 00:09:59,820 Switch that to green 208 00:10:00,060 --> 00:10:02,430 you know it looks like a green object that scatters 209 00:10:02,670 --> 00:10:06,750 which is probably pretty obvious to you of course that's what that does but with 210 00:10:06,750 --> 00:10:09,120 subsurface scattering if we jumped down we've always. 211 00:10:09,536 --> 00:10:12,776 As the scale option here below that we have radius 212 00:10:13,106 --> 00:10:13,466 and 213 00:10:13,586 --> 00:10:14,846 this is where we control. 214 00:10:15,146 --> 00:10:17,786 What color the scattered light becomes 215 00:10:17,906 --> 00:10:20,486 so if you remember that reference image we just looked at. 216 00:10:21,146 --> 00:10:26,696 In the shadowed areas on the edges i pointed out how red the shadows were and this is 217 00:10:26,906 --> 00:10:32,396 the scattered color glowing through the sh shadows and with skin it happens to be red 218 00:10:32,576 --> 00:10:37,526 so if we open up those options we have three values with a really no description 219 00:10:37,766 --> 00:10:40,376 but the first one is the red value 220 00:10:40,496 --> 00:10:44,216 the second one is a green value and the third is the blue value so 221 00:10:44,366 --> 00:10:45,926 rgb which gives us 222 00:10:46,136 --> 00:10:47,396 an overall color. 223 00:10:47,846 --> 00:10:51,266 So again with skin we're looking for a row red color so let's leave 224 00:10:51,416 --> 00:10:53,006 the first value at one 225 00:10:53,276 --> 00:10:57,056 and then start to decrease the green and blue which should leave us with more red. 226 00:10:57,416 --> 00:10:57,866 So let's 227 00:10:58,106 --> 00:11:01,046 bump these down to half point five point five. 228 00:11:01,646 --> 00:11:06,626 And you'll start to see that we get an overall green color of our object 229 00:11:06,866 --> 00:11:08,906 but the light that passes through 230 00:11:09,146 --> 00:11:10,766 causes it to glow low read 231 00:11:11,126 --> 00:11:14,786 and i think i want it to be a little bit more orange let's. 232 00:11:15,536 --> 00:11:18,776 Remove the green color take saturation all the way down to zero 233 00:11:19,226 --> 00:11:20,226 and. 234 00:11:20,486 --> 00:11:25,106 Okay yeah so i don't have any green interfering and it's clearly a very red color 235 00:11:25,376 --> 00:11:26,726 so in the radius let's. 236 00:11:27,086 --> 00:11:29,006 Bump down my blue value. 237 00:11:29,516 --> 00:11:32,576 So now we have a lie little bit more green in the mix which should 238 00:11:32,840 --> 00:11:35,756 take it closer to orange or if i bump that up to point six. 239 00:11:36,086 --> 00:11:37,166 Yeah we're starting to get. 240 00:11:37,406 --> 00:11:38,216 A little bit 241 00:11:38,366 --> 00:11:40,046 closer to orangish yellow 242 00:11:40,226 --> 00:11:41,246 but still mainly. 243 00:11:41,726 --> 00:11:42,176 Red. 244 00:11:42,746 --> 00:11:46,766 All right i think that's good for the radius that is a very important setting i would 245 00:11:46,766 --> 00:11:49,436 say radius and scale are the most important 246 00:11:49,706 --> 00:11:51,686 but we have a couple more options 247 00:11:51,926 --> 00:11:53,786 below radius we have sharpness. 248 00:11:54,116 --> 00:11:55,116 Now. 249 00:11:55,196 --> 00:11:56,996 What i can tell sharpness does 250 00:11:57,266 --> 00:12:00,746 is kind of the same thing as decreasing scale 251 00:12:01,046 --> 00:12:06,386 but just to support my theory on what it does let's go ahead and do. 252 00:12:06,806 --> 00:12:07,856 A couple renders 253 00:12:08,066 --> 00:12:09,926 number one we will render this with 254 00:12:10,076 --> 00:12:11,366 sharpness turned off. 255 00:12:12,746 --> 00:12:13,406 Then let's 256 00:12:13,646 --> 00:12:16,016 switch to let's go to slot seven. 257 00:12:16,706 --> 00:12:17,706 And. 258 00:12:17,846 --> 00:12:19,136 Go back to the node editor 259 00:12:19,286 --> 00:12:20,286 by hitting escape 260 00:12:20,636 --> 00:12:21,146 and 261 00:12:21,356 --> 00:12:24,956 let's change our sharpness all the way up to a value of one. 262 00:12:25,556 --> 00:12:26,816 And render that again. 263 00:12:27,806 --> 00:12:30,536 And now if we switch between slot eight 264 00:12:30,956 --> 00:12:32,036 and seven. 265 00:12:33,056 --> 00:12:33,866 You can see 266 00:12:34,076 --> 00:12:35,186 in slot eight. 267 00:12:35,666 --> 00:12:36,176 That. 268 00:12:36,536 --> 00:12:39,566 The details especially in the forehead around the eyes 269 00:12:39,866 --> 00:12:43,736 and will generally the front of the face it gets a little bit blurrier 270 00:12:43,976 --> 00:12:44,976 but then. 271 00:12:45,086 --> 00:12:47,366 At seven they sharpen up a bit. 272 00:12:48,326 --> 00:12:52,406 But also there seems to be more light passing through the ears the glow gets a little 273 00:12:52,406 --> 00:12:53,406 bit bored brighter. 274 00:12:53,606 --> 00:12:54,606 So on 275 00:12:54,686 --> 00:12:57,956 changing the sharpness setting is not exactly the same as. 276 00:12:58,286 --> 00:13:00,506 Simply dialing down the scale 277 00:13:00,716 --> 00:13:01,076 but 278 00:13:01,256 --> 00:13:03,866 it's some sort of in-between that tries to sharpen 279 00:13:03,986 --> 00:13:06,056 the details of the geometry 280 00:13:06,206 --> 00:13:09,086 while still maintaining that scatter amount. 281 00:13:09,596 --> 00:13:11,816 And jumping back to the node editor. 282 00:13:12,236 --> 00:13:14,366 I usually leave sharpness off. 283 00:13:14,786 --> 00:13:15,786 Because i. 284 00:13:15,926 --> 00:13:19,286 Kind of think it detracts from the believability a little bit 285 00:13:19,556 --> 00:13:22,526 but abelow that we have texture blur and this really only. 286 00:13:23,516 --> 00:13:25,826 Is noticeable when we're using a texture 287 00:13:26,006 --> 00:13:29,906 because it does exactly what you would expect it blurs that image 288 00:13:30,206 --> 00:13:33,056 and the idea behind this is if you read the docs 289 00:13:33,206 --> 00:13:34,736 it states how and. 290 00:13:35,156 --> 00:13:38,786 For example if we used a photograph to create our textures. 291 00:13:40,046 --> 00:13:43,016 It's already blurred there's already blurring happening 292 00:13:43,196 --> 00:13:47,306 within the sub surface effect because the picture is of subsurface skin. 293 00:13:47,666 --> 00:13:51,416 Whereas if we hand paint a texture we might not necessarily build that in 294 00:13:51,776 --> 00:13:53,816 and especially if we use a 295 00:13:54,026 --> 00:13:55,026 procedural 296 00:13:55,106 --> 00:13:59,786 we'll want to blur based on the subsurface scattering algorithm 297 00:14:00,026 --> 00:14:04,556 and that's really where this comes in handy so i rarely ever touch the texture blur 298 00:14:04,706 --> 00:14:05,706 setting. 299 00:14:06,596 --> 00:14:08,246 And that is all for the. 300 00:14:08,696 --> 00:14:10,916 Features of the subsurface scattering node. 301 00:14:11,636 --> 00:14:13,466 Do note that if we switch to goshen 302 00:14:13,616 --> 00:14:15,956 we lose the sharpness option. 303 00:14:16,406 --> 00:14:17,846 Which again lends itself 304 00:14:18,176 --> 00:14:22,346 to me believing that sharpness is more of a cheat effect rather than being 305 00:14:22,466 --> 00:14:23,466 physically accurate 306 00:14:23,876 --> 00:14:24,506 but 307 00:14:24,746 --> 00:14:26,066 anyway other than that that's. 308 00:14:26,456 --> 00:14:28,496 All all for the subsurface scattering node 309 00:14:28,856 --> 00:14:32,726 and we're ready to plug in our textures so i'm going to add an input texture 310 00:14:32,726 --> 00:14:33,726 coordinate node. 311 00:14:34,226 --> 00:14:36,686 Way over here off to the left 312 00:14:37,016 --> 00:14:38,606 and then add input. 313 00:14:38,996 --> 00:14:41,336 I'm sorry not input texture image texture. 314 00:14:41,876 --> 00:14:43,256 First we're going to load 315 00:14:43,646 --> 00:14:44,066 and 316 00:14:44,336 --> 00:14:45,806 our general head. 317 00:14:46,316 --> 00:14:47,336 Color texture 318 00:14:47,516 --> 00:14:50,816 let's enable thumbnails so we can see exactly what we're looking for. 319 00:14:51,156 --> 00:14:53,486 This is what i want head color right here. 320 00:14:54,776 --> 00:14:55,286 And then 321 00:14:55,436 --> 00:14:57,626 let's plug in our uvi to the vector. 322 00:14:58,286 --> 00:15:02,396 And the color of our image into the color of our subsurface scattering node. 323 00:15:03,356 --> 00:15:04,796 And right away 324 00:15:04,916 --> 00:15:07,046 you know it looks a little bit more human 325 00:15:07,346 --> 00:15:07,766 though. 326 00:15:08,156 --> 00:15:11,216 In general the whole texture feels a little bit too orange. 327 00:15:11,936 --> 00:15:12,176 So 328 00:15:12,296 --> 00:15:12,596 let's 329 00:15:12,746 --> 00:15:13,256 add. 330 00:15:13,646 --> 00:15:14,096 A. 331 00:15:14,576 --> 00:15:15,776 Letter see color 332 00:15:16,016 --> 00:15:17,426 rgb curves note 333 00:15:17,666 --> 00:15:18,836 in between the image. 334 00:15:19,646 --> 00:15:22,466 Color output and the subsurface scattering node 335 00:15:22,856 --> 00:15:24,356 and for the red channel. 336 00:15:24,716 --> 00:15:27,866 I'm going to take the right upper corner 337 00:15:28,256 --> 00:15:30,086 and just drag it down a little bit. 338 00:15:30,626 --> 00:15:32,906 Then jump to the green channel 339 00:15:33,266 --> 00:15:35,606 and drag that down about half as much. 340 00:15:36,266 --> 00:15:38,726 Yeah that feels a little bit more natural. 341 00:15:39,296 --> 00:15:40,466 Maybe a little less 342 00:15:40,586 --> 00:15:41,586 red. 343 00:15:41,726 --> 00:15:43,166 Air ago that feels better 344 00:15:43,646 --> 00:15:46,106 and that's really it for having 345 00:15:46,346 --> 00:15:49,856 a texture plugged into subsurface scattering color 346 00:15:50,306 --> 00:15:54,566 but we can also use textures for everything else so i'm going to show you 347 00:15:54,866 --> 00:15:57,386 what a scale texture does and 348 00:15:57,506 --> 00:15:59,336 with shift control d. 349 00:16:00,236 --> 00:16:04,646 To duplicate the image texture node while maintaining the connection to the texture 350 00:16:04,646 --> 00:16:05,646 coordinate node 351 00:16:05,966 --> 00:16:08,306 and let's go open another texture. 352 00:16:08,906 --> 00:16:13,586 That i have already created and i have two different versions of this it's called ss 353 00:16:13,586 --> 00:16:16,286 as scale and ssl as scale beep. 354 00:16:16,946 --> 00:16:21,956 Now scale b was procedurally created by simply inverting 355 00:16:22,136 --> 00:16:25,676 the head mesh and then baking an ambient occlusion map. 356 00:16:26,006 --> 00:16:28,466 That will conveniently give you darkened areas 357 00:16:28,706 --> 00:16:31,286 around the thinnest portions of the mesh like the. 358 00:16:31,796 --> 00:16:32,306 Ears 359 00:16:32,456 --> 00:16:35,006 the eyelids the nose and lips which is 360 00:16:35,276 --> 00:16:35,456 you 361 00:16:35,606 --> 00:16:38,816 if you want to control the scale that's where you're going to want to control it. 362 00:16:39,566 --> 00:16:43,676 Sounds pretty cool but this first one is what 363 00:16:43,676 --> 00:16:44,156 I'll use and it's just simply hand painted 364 00:16:44,456 --> 00:16:45,456 around the. 365 00:16:45,866 --> 00:16:48,086 Ears and the eyes so let's go with that one. 366 00:16:48,746 --> 00:16:52,316 Both of them will be included in the source files for you to play with but. 367 00:16:53,006 --> 00:16:58,166 Ok so now if we plug this directly the into the scale value. 368 00:16:59,156 --> 00:17:02,246 There will be absolutely no subsurface taking place 369 00:17:02,396 --> 00:17:04,796 in the majority of the head as you can tell but then 370 00:17:05,036 --> 00:17:08,516 the eyes which is painted to be point five value gray. 371 00:17:09,116 --> 00:17:10,116 That has 372 00:17:10,256 --> 00:17:14,696 a scale of point five so we see scattering there and then we see a lot of scattering 373 00:17:14,726 --> 00:17:15,726 around the ears. 374 00:17:16,046 --> 00:17:20,666 Which of course doesn't look realistic at all so we need to dial in that value 375 00:17:21,146 --> 00:17:24,086 and mix it with a shift a color. 376 00:17:24,416 --> 00:17:25,416 Rgb. 377 00:17:25,466 --> 00:17:26,786 Art mix rgb node 378 00:17:27,236 --> 00:17:27,806 and let's. 379 00:17:28,136 --> 00:17:29,136 For the top. 380 00:17:29,336 --> 00:17:30,336 Color swatch 381 00:17:30,566 --> 00:17:35,456 i'm going to copy the scale value that i was happy with point zero three 382 00:17:35,726 --> 00:17:37,586 have moreover it hit control c 383 00:17:37,946 --> 00:17:40,766 and then click on the color swatch and for the value. 384 00:17:41,126 --> 00:17:42,386 Let's paste that in there. 385 00:17:43,046 --> 00:17:45,896 And then for the operation let's choose add 386 00:17:46,166 --> 00:17:49,256 because it once i add the color from r. 387 00:17:49,676 --> 00:17:51,206 S as a scale texture. 388 00:17:51,566 --> 00:17:55,856 It will allow any areas that are black will add nothing to this value 389 00:17:56,096 --> 00:17:58,196 so the majority of the head will stay at point. 390 00:17:59,126 --> 00:18:00,236 Zero three 391 00:18:00,566 --> 00:18:05,306 and then anything above zero will simply be added increasing the scale 392 00:18:05,426 --> 00:18:07,466 allowing more light to scatter through it. 393 00:18:07,886 --> 00:18:11,066 Like the ears which is what we want so let's plug in the color to 394 00:18:11,306 --> 00:18:12,716 color swatch number two 395 00:18:13,196 --> 00:18:15,986 and then plug the color into the scale value. 396 00:18:17,066 --> 00:18:18,236 Giving us continued 397 00:18:18,536 --> 00:18:23,336 surface effect all over the mash but it's much 398 00:18:23,341 --> 00:18:23,906 more concentrated in the ears and the eyes. 399 00:18:24,266 --> 00:18:26,216 So here's where we have the option to 400 00:18:26,336 --> 00:18:27,596 adjust the factor 401 00:18:27,836 --> 00:18:31,076 and dial in how much of that scattering that we want 402 00:18:31,316 --> 00:18:33,806 so let's go way down let's go to point one. 403 00:18:35,456 --> 00:18:38,366 And that's still too much how about point of two. 404 00:18:40,406 --> 00:18:40,976 Erykah 405 00:18:41,079 --> 00:18:42,440 you know that's a little bit better 406 00:18:42,686 --> 00:18:43,046 and 407 00:18:43,166 --> 00:18:47,366 certainly easy to dial in if we want more scattering in the ears which is. 408 00:18:47,726 --> 00:18:48,956 You know something common that 409 00:18:49,196 --> 00:18:50,196 people like to do. 410 00:18:50,846 --> 00:18:53,036 Let's see here i wonder how we're looking with 411 00:18:53,216 --> 00:18:54,216 our other. 412 00:18:55,016 --> 00:18:56,456 Lighting scenarios. 413 00:18:57,386 --> 00:19:00,986 Let's disable render a and take a look at render be. 414 00:19:01,496 --> 00:19:03,836 Yeah that looks pretty good from that angle how bout. 415 00:19:04,496 --> 00:19:06,806 C which is basically just a backlight 416 00:19:07,016 --> 00:19:09,926 it's still looking good still looking subsurface scattering. 417 00:19:10,826 --> 00:19:11,826 So that's. 418 00:19:12,026 --> 00:19:13,026 Great I'll stick with. 419 00:19:13,646 --> 00:19:15,596 Render be for a little while 420 00:19:15,896 --> 00:19:17,186 i think that's my favorite. 421 00:19:17,636 --> 00:19:18,636 Lighting setup 422 00:19:18,956 --> 00:19:20,876 and jump back over the node editor. 423 00:19:21,446 --> 00:19:24,716 Because the only component that's missing from my 424 00:19:24,896 --> 00:19:26,756 simplistic subsurface. 425 00:19:27,116 --> 00:19:28,256 Skin material 426 00:19:28,556 --> 00:19:30,296 is the specular component. 427 00:19:30,716 --> 00:19:33,056 So if we add a shader. 428 00:19:33,626 --> 00:19:35,186 Glossy b sdf. 429 00:19:35,906 --> 00:19:37,106 And then mix it 430 00:19:37,346 --> 00:19:39,716 lets the shader mix shader node. 431 00:19:40,076 --> 00:19:41,606 Mix it with our sub surface. 432 00:19:43,736 --> 00:19:48,056 We'll start to get some reflections which are certainly a necessary part 433 00:19:48,326 --> 00:19:49,326 of a skin shader. 434 00:19:49,964 --> 00:19:50,726 And 435 00:19:50,966 --> 00:19:54,986 i'm going to sound like a broken record but with reflections comes for now. 436 00:19:55,406 --> 00:19:57,086 So let's create that component now. 437 00:19:57,626 --> 00:19:59,366 Shift a input. 438 00:19:59,726 --> 00:20:00,726 Layer weight. 439 00:20:01,256 --> 00:20:03,266 Shift a vector er. 440 00:20:03,626 --> 00:20:04,466 Let's see 441 00:20:04,586 --> 00:20:06,596 not vector i'm sorry converter 442 00:20:06,716 --> 00:20:07,716 color ramp. 443 00:20:09,176 --> 00:20:13,346 Plug in our facing value into the factor of our color ramp. 444 00:20:14,396 --> 00:20:15,396 And just to 445 00:20:15,476 --> 00:20:16,886 let's see dial this in 446 00:20:17,036 --> 00:20:21,686 let's plug it into an emission node first before using it. 447 00:20:22,616 --> 00:20:25,286 To control the factor of our mich shader node. 448 00:20:26,812 --> 00:20:31,702 There we go let's switch our interpolation to be spline and drag our lower. 449 00:20:32,242 --> 00:20:33,562 Dark flag up. 450 00:20:34,942 --> 00:20:36,442 Yeah to be like that 451 00:20:36,802 --> 00:20:38,842 and now plug this into. 452 00:20:40,462 --> 00:20:44,032 The color output into the factor value of our mix shader. 453 00:20:44,542 --> 00:20:46,342 Plug that back into the surface. 454 00:20:46,852 --> 00:20:49,432 So we can see our specular component now. 455 00:20:50,272 --> 00:20:52,342 I think that's looking a whole lot better. 456 00:20:52,912 --> 00:20:53,992 But. 457 00:20:54,622 --> 00:20:57,022 I will i'd like to take this one step further 458 00:20:57,382 --> 00:21:01,492 and also use this color rant to control the roughness value 459 00:21:01,792 --> 00:21:03,952 of our glossy b sdf so that. 460 00:21:04,702 --> 00:21:07,792 As our geometry faces away from the camera 461 00:21:08,032 --> 00:21:12,802 which is increasing the amount of the glossy be sdf which is why we get this nice rim 462 00:21:12,802 --> 00:21:13,222 light 463 00:21:13,522 --> 00:21:14,722 i also want it to. 464 00:21:15,352 --> 00:21:17,392 Decrease the roughness value making it 465 00:21:17,692 --> 00:21:18,692 more shiny. 466 00:21:18,862 --> 00:21:21,892 So let's add a color mix node. 467 00:21:22,792 --> 00:21:24,232 And let's make the top 468 00:21:24,532 --> 00:21:29,632 color swatch the value of the surface that's facing more directly at the camera. 469 00:21:29,992 --> 00:21:31,072 Change that to point. 470 00:21:31,462 --> 00:21:32,462 Three. 471 00:21:32,812 --> 00:21:33,812 And then 472 00:21:33,922 --> 00:21:36,202 for color swatch number two let's change that 473 00:21:36,322 --> 00:21:36,832 to be 474 00:21:37,102 --> 00:21:38,872 much lower to be more shiny 475 00:21:39,112 --> 00:21:42,082 and let's try point o one for that. 476 00:21:43,222 --> 00:21:46,012 Than the color of our color ramp goes into the factor. 477 00:21:46,552 --> 00:21:48,982 And this color goes into the roughness. 478 00:21:49,762 --> 00:21:53,542 And then let's do a test with and without at first without. 479 00:21:55,882 --> 00:21:57,456 And and. 480 00:21:58,162 --> 00:21:58,642 Oh 481 00:21:58,942 --> 00:22:00,052 okay i messed up 482 00:22:00,292 --> 00:22:02,092 i messed up something let's go back. 483 00:22:02,512 --> 00:22:07,222 I also need another mix node like this one to control the factor. 484 00:22:07,672 --> 00:22:08,872 A little bit more because 485 00:22:09,022 --> 00:22:10,192 right now it's black. 486 00:22:10,552 --> 00:22:12,142 You know for the faces that are. 487 00:22:12,622 --> 00:22:14,992 For the surface it's facing the camera more direct early 488 00:22:15,142 --> 00:22:17,242 so there's no reflection happening which is 489 00:22:17,392 --> 00:22:18,392 clearly not. 490 00:22:18,742 --> 00:22:19,312 Accurate 491 00:22:19,552 --> 00:22:23,032 so we'll plug that color ramp into the factor of another mix node 492 00:22:23,422 --> 00:22:24,892 and the top value 493 00:22:25,132 --> 00:22:29,962 needs to be let's say point one and then the bottom value needs to be. 494 00:22:30,592 --> 00:22:31,592 Point. 495 00:22:31,852 --> 00:22:33,112 Let's go point five. 496 00:22:34,222 --> 00:22:37,612 That might be a little bit strong in both areas let's go. 497 00:22:37,972 --> 00:22:39,352 Point three in the bottom 498 00:22:39,712 --> 00:22:40,552 and point 499 00:22:40,672 --> 00:22:41,812 o five 500 00:22:42,112 --> 00:22:43,192 in the top. 501 00:22:44,422 --> 00:22:45,742 Yeah let's give that a shot. 502 00:22:48,322 --> 00:22:49,762 There you go that's much better. 503 00:22:50,302 --> 00:22:51,302 With the. 504 00:22:51,622 --> 00:22:53,752 Glossy clearly showing up on the 505 00:22:54,022 --> 00:22:56,692 front of the forehead front of the nose and also the lips. 506 00:22:57,142 --> 00:22:58,882 That's certainly helping 507 00:22:59,062 --> 00:23:00,172 our skin out. 508 00:23:00,802 --> 00:23:04,792 That's without the roughness maps now it's jumped to slot six. 509 00:23:05,452 --> 00:23:07,702 And plug in our mix node. 510 00:23:08,782 --> 00:23:10,492 For our roughness value. 511 00:23:11,542 --> 00:23:12,542 And render again. 512 00:23:13,792 --> 00:23:15,232 And here we have a much. 513 00:23:15,892 --> 00:23:18,142 More subtle glossy effect 514 00:23:18,442 --> 00:23:20,152 but this is how we can control. 515 00:23:20,902 --> 00:23:24,442 How sweaty our character is so if we go to slot seven. 516 00:23:25,042 --> 00:23:28,852 You know he looks a little bit shiny or a little bit more sweaty slot six. 517 00:23:29,452 --> 00:23:30,452 Not so much. 518 00:23:30,892 --> 00:23:34,702 So we can tweak those values i think i i would tweak the values for. 519 00:23:35,392 --> 00:23:39,592 Let's see the upper slot to be let's see point two five instead of three. 520 00:23:40,492 --> 00:23:44,452 And then maybe increase the factor how much. 521 00:23:45,592 --> 00:23:47,362 How much gloss is being added. 522 00:23:47,752 --> 00:23:51,982 Right now the value is a point o five i would increase that 523 00:23:52,102 --> 00:23:55,042 let's see I'll actually increase that two point one double it 524 00:23:55,402 --> 00:23:58,162 and then leave the roughness as is 525 00:23:58,282 --> 00:23:59,362 at point three. 526 00:24:00,352 --> 00:24:05,002 And then perhaps bring in a little bit more reflection on the sides of the head. 527 00:24:05,392 --> 00:24:08,752 With this bottom value over here from point three let's go to point 528 00:24:08,872 --> 00:24:09,872 four. 529 00:24:11,392 --> 00:24:12,922 Yeah i think that's pretty good. 530 00:24:13,252 --> 00:24:14,572 Do one more render. 531 00:24:15,052 --> 00:24:16,162 Jumping back to the. 532 00:24:16,642 --> 00:24:17,752 U the image editor. 533 00:24:19,312 --> 00:24:21,262 Let's put this in slot five. 534 00:24:22,732 --> 00:24:24,592 Yeah i think i'm pretty happy with that. 535 00:24:25,222 --> 00:24:27,022 Switching back to slot six. 536 00:24:27,742 --> 00:24:29,152 Then slot five. 537 00:24:29,782 --> 00:24:31,042 More reflections. 538 00:24:31,642 --> 00:24:33,622 Or higher gloss value. 539 00:24:34,012 --> 00:24:36,172 On top of the sub surface i think works good 540 00:24:36,442 --> 00:24:39,622 what we want is a nice balance when it comes to skin 541 00:24:39,862 --> 00:24:41,602 wear with subsurface. 542 00:24:41,932 --> 00:24:46,042 The detail sales will be washed out basically that's how it should be 543 00:24:46,282 --> 00:24:48,172 and the way we get them back is with 544 00:24:48,442 --> 00:24:53,422 you know specular reflections it really gives you a sense of the depth that the light 545 00:24:53,422 --> 00:24:54,422 is penetrating 546 00:24:54,652 --> 00:24:58,732 so that's definitely a key part is striking the balance between specular 547 00:24:58,882 --> 00:24:59,962 and subsurface. 548 00:25:00,652 --> 00:25:04,462 But yeah that's you know essential really all of my 549 00:25:04,612 --> 00:25:08,362 components for the simplistic subsurface shader using the. 550 00:25:08,872 --> 00:25:09,892 Subsurface node 551 00:25:10,252 --> 00:25:12,712 and if we go back to the node editor and. 552 00:25:13,042 --> 00:25:13,732 You know i have 553 00:25:13,912 --> 00:25:16,942 all kinds of places to plug another map in. 554 00:25:17,422 --> 00:25:18,422 For example. 555 00:25:18,712 --> 00:25:20,422 Let's add a bump map 556 00:25:20,572 --> 00:25:21,772 shift control d 557 00:25:21,952 --> 00:25:23,182 my image texture sure. 558 00:25:25,042 --> 00:25:26,042 Go grab that. 559 00:25:26,392 --> 00:25:27,392 Texture map 560 00:25:27,592 --> 00:25:29,572 sss bump right here. 561 00:25:30,232 --> 00:25:32,092 And to test this out 562 00:25:32,362 --> 00:25:36,292 let's unplug our color from the subsurface scattering node and leave it. 563 00:25:36,622 --> 00:25:39,382 A whoops that was the scale let's unplug the 564 00:25:39,652 --> 00:25:40,762 color texture 565 00:25:41,032 --> 00:25:44,482 so that it's white and at this point i need to do render previews 566 00:25:44,782 --> 00:25:48,292 at a higher resolution to see more details 567 00:25:48,292 --> 00:25:48,892 i'm going to bump that up from fifty percent 568 00:25:49,162 --> 00:25:51,532 of the render rez two hundred per cent 569 00:25:51,802 --> 00:25:54,442 and also increase my samples well. 570 00:25:54,832 --> 00:25:56,662 No i won't do that quite yet i still want 571 00:25:56,932 --> 00:25:57,322 you know. 572 00:25:57,652 --> 00:25:59,932 Optimize renders for the previews 573 00:26:00,412 --> 00:26:01,222 and 574 00:26:01,372 --> 00:26:06,022 anyway so the bump map is going to be plugged directly into art displacement output 575 00:26:06,052 --> 00:26:07,192 of our material 576 00:26:07,582 --> 00:26:08,582 and. 577 00:26:08,782 --> 00:26:11,302 How about we make a little bit more room over here. 578 00:26:12,532 --> 00:26:16,582 Right away i know that my bump is going to be way too strong. 579 00:26:16,912 --> 00:26:21,712 Or at least usually it is so let's try doing a render as is and see if we need to 580 00:26:21,982 --> 00:26:23,602 dial the bumped down at all. 581 00:26:24,862 --> 00:26:27,802 Okay it might be kind of hard to tell because. 582 00:26:28,192 --> 00:26:30,172 It's still a fairly grainy render. 583 00:26:30,502 --> 00:26:33,922 That's another thing about subsurface it needs more samples to clean up 584 00:26:34,282 --> 00:26:37,852 and since my bump map is a basically poor detail 585 00:26:38,152 --> 00:26:40,462 you can't tell the difference between pores and noise. 586 00:26:40,792 --> 00:26:41,272 So 587 00:26:41,542 --> 00:26:42,642 i also didn't render 588 00:26:42,910 --> 00:26:43,020 a 589 00:26:43,162 --> 00:26:46,642 before comparison so let me do that real quick before we start to 590 00:26:46,822 --> 00:26:47,822 dial in 591 00:26:47,992 --> 00:26:48,292 the 592 00:26:48,472 --> 00:26:49,132 button math 593 00:26:49,282 --> 00:26:50,692 jump to slot five. 594 00:26:51,532 --> 00:26:52,532 And. 595 00:26:52,882 --> 00:26:55,492 Disconnect the bump image texture. 596 00:26:57,112 --> 00:26:58,762 Here we go here is before 597 00:26:58,882 --> 00:27:00,292 four is after. 598 00:27:00,952 --> 00:27:01,952 So. 599 00:27:02,362 --> 00:27:04,312 There's quite a large change 600 00:27:04,762 --> 00:27:06,892 and it's almost like the face sort of 601 00:27:07,072 --> 00:27:11,182 mushers and melts a little bit once the bump is applied and that's because the bump 602 00:27:11,212 --> 00:27:12,682 is way too strong. 603 00:27:13,192 --> 00:27:16,312 So let's jump back to our note editor and add 604 00:27:16,522 --> 00:27:17,002 a a. 605 00:27:17,332 --> 00:27:18,832 Converter math node. 606 00:27:19,582 --> 00:27:21,952 Where we can plug our bump texture into 607 00:27:22,102 --> 00:27:24,742 here's where we can change our operation to multiply 608 00:27:25,132 --> 00:27:26,212 and change the. 609 00:27:27,262 --> 00:27:29,392 Multiplied value down here 610 00:27:29,602 --> 00:27:33,802 to make it point one of the original intensity of the map. 611 00:27:34,402 --> 00:27:37,132 Now let's plug that into our displacement 612 00:27:37,432 --> 00:27:38,432 output. 613 00:27:39,802 --> 00:27:41,002 And try rendering again. 614 00:27:42,502 --> 00:27:43,732 Here we are with a. 615 00:27:44,152 --> 00:27:47,302 Bump map added let's see if we can even tell a difference. 616 00:27:47,812 --> 00:27:50,512 We can certainly see a shift but. 617 00:27:51,502 --> 00:27:51,682 You 618 00:27:51,832 --> 00:27:55,072 can't really distinguish the extra detail due to the noise 619 00:27:55,552 --> 00:27:58,522 but you know this'll be really good when i. 620 00:27:58,882 --> 00:28:00,082 Render my final. 621 00:28:00,802 --> 00:28:02,632 High sample high resolute ocean 622 00:28:02,752 --> 00:28:03,292 image 623 00:28:03,652 --> 00:28:04,012 but 624 00:28:04,132 --> 00:28:07,222 for demonstration purposes i'm really just showing you how i go about. 625 00:28:07,762 --> 00:28:09,532 Dialing in these values 626 00:28:10,012 --> 00:28:12,622 and now that i have the bump dialed in i can 627 00:28:12,772 --> 00:28:14,092 reconnect my. 628 00:28:14,752 --> 00:28:17,212 Color texture to the subsurface scattering node. 629 00:28:17,812 --> 00:28:20,332 And then lastly if i want to be thorough i can 630 00:28:20,602 --> 00:28:24,202 duplicate my image texture node and again shift control d. 631 00:28:25,372 --> 00:28:28,312 And this will become my specular map. 632 00:28:29,062 --> 00:28:33,472 Keep in mind all of these maps i showed you how to create in the realistic heads series 633 00:28:33,772 --> 00:28:34,252 so 634 00:28:34,402 --> 00:28:37,372 if you went through that you should already have a detailed head model 635 00:28:37,552 --> 00:28:42,622 with detailed textures like this to accompany it that you can just plug directly into 636 00:28:42,622 --> 00:28:43,732 cycles to get. 637 00:28:44,092 --> 00:28:45,262 That updated. 638 00:28:45,712 --> 00:28:47,452 Subsurface sea goodness 639 00:28:47,572 --> 00:28:48,652 like we're doing here 640 00:28:48,862 --> 00:28:52,042 i don't want you to think i'm just breezing through these textures and happen to have 641 00:28:52,042 --> 00:28:52,552 all of them 642 00:28:52,822 --> 00:28:56,932 you know it's a fairly involved process that you can see in the realistic heads 643 00:28:56,932 --> 00:28:57,682 series but 644 00:28:57,802 --> 00:28:58,802 anyway. 645 00:28:59,002 --> 00:29:01,282 The last map I'll show you is the spec map. 646 00:29:02,002 --> 00:29:03,922 And if we plug this into. 647 00:29:04,522 --> 00:29:07,612 An emission no to see exactly what we're dealing with. 648 00:29:12,292 --> 00:29:15,052 You can see that it's based on the color map with 649 00:29:15,322 --> 00:29:15,742 that's been 650 00:29:15,892 --> 00:29:18,082 converted to a black and white value map 651 00:29:18,502 --> 00:29:22,972 and that we have some highlighted areas of white around the eyelids to. 652 00:29:23,482 --> 00:29:24,984 Give us more of a a 653 00:29:25,132 --> 00:29:25,702 wet 654 00:29:25,822 --> 00:29:27,832 eyelid kind of look also in the. 655 00:29:28,642 --> 00:29:32,542 Lip ps we want those to be a little bit more reflective due to their wetness 656 00:29:32,992 --> 00:29:35,632 but then in general we just have a breakup. 657 00:29:36,052 --> 00:29:37,102 Of the skin 658 00:29:37,342 --> 00:29:38,342 speculating. 659 00:29:38,722 --> 00:29:41,302 So we're going to plug this into a 660 00:29:41,512 --> 00:29:43,612 let's see color mix rgb node. 661 00:29:44,692 --> 00:29:47,422 And use the image as the factor 662 00:29:47,572 --> 00:29:51,202 and then from there we will I'll choose colors that we want to be 663 00:29:51,352 --> 00:29:53,152 are low value and are high value 664 00:29:53,422 --> 00:29:55,732 for this top color swatch which will be. 665 00:29:56,422 --> 00:29:58,582 The lowest value of speculating. 666 00:29:58,972 --> 00:29:59,972 Let's make that. 667 00:30:00,142 --> 00:30:01,142 Point three. 668 00:30:01,642 --> 00:30:04,012 And then take it towards the blue direction 669 00:30:04,132 --> 00:30:05,132 a little bit. 670 00:30:05,872 --> 00:30:07,552 I like that. 671 00:30:07,882 --> 00:30:12,562 Because when it comes to human skin it helps to take the specular reflections into 672 00:30:12,562 --> 00:30:14,602 the blue spectrum just a little bit. 673 00:30:15,592 --> 00:30:15,862 Let's 674 00:30:16,072 --> 00:30:17,962 copy that color swatch now 675 00:30:18,232 --> 00:30:22,462 with hovering over it and hit and control c then pacing it with control v over the 676 00:30:22,462 --> 00:30:23,632 next color swatch 677 00:30:24,022 --> 00:30:26,812 and let's take that value from point three all the way up to one. 678 00:30:27,382 --> 00:30:29,392 And now we have that variation. 679 00:30:30,532 --> 00:30:34,582 In the specular map but we have a little bit more control over it and we don't want 680 00:30:34,612 --> 00:30:38,182 the lower value to be zero we still want it to reflect a little bit 681 00:30:38,542 --> 00:30:39,542 but and. 682 00:30:39,742 --> 00:30:45,262 I tend to make my my controlling maps be black and white because that's easier for me 683 00:30:45,262 --> 00:30:46,262 to understand. 684 00:30:46,656 --> 00:30:47,196 It maps 685 00:30:47,526 --> 00:30:52,446 and also i'd see how easy it is to plug it into a mix note and dial in specific 686 00:30:52,446 --> 00:30:54,816 values after the fact like here 687 00:30:54,996 --> 00:30:57,936 in the shading network but anyway now that i have that setup 688 00:30:58,146 --> 00:31:00,726 let's plug that into our glossy color. 689 00:31:01,596 --> 00:31:02,406 And 690 00:31:02,526 --> 00:31:04,356 that should help to break up. 691 00:31:04,896 --> 00:31:07,086 Our glossy component of the sky when. 692 00:31:07,536 --> 00:31:09,276 A very realistically because. 693 00:31:10,296 --> 00:31:13,266 Before this it was very uniform across the entire. 694 00:31:13,956 --> 00:31:14,466 Head 695 00:31:14,856 --> 00:31:17,616 and breaking that up certainly will help with realism 696 00:31:17,916 --> 00:31:21,066 so at this point i think i'm happy with my shader 697 00:31:21,276 --> 00:31:23,826 based on the preview down here and i will. 698 00:31:24,756 --> 00:31:28,206 Let's increase my samples for for a final render from 699 00:31:28,326 --> 00:31:29,916 five hundred to one thousand 700 00:31:30,336 --> 00:31:32,496 and hopefully be done with this simplistic. 701 00:31:33,006 --> 00:31:34,006 Skin shader. 702 00:31:36,276 --> 00:31:38,406 And at about six and a half minutes. 703 00:31:38,736 --> 00:31:40,176 Which really isn't too bad. 704 00:31:40,596 --> 00:31:44,646 Considering you know we're at a fairly high resolution and certainly a lot of samples. 705 00:31:45,156 --> 00:31:46,156 And. 706 00:31:46,246 --> 00:31:47,246 It's a pretty good. 707 00:31:47,766 --> 00:31:51,906 Representation of skin i think but like everything it could of course use some more 708 00:31:51,906 --> 00:31:52,536 tweaking 709 00:31:52,806 --> 00:31:55,326 but at this point i'm fairly satisfied fide 710 00:31:55,656 --> 00:31:56,136 and 711 00:31:56,286 --> 00:32:00,636 i would begin to do test renders in different lighting conditions one thing that i 712 00:32:00,786 --> 00:32:03,456 notice can affect a skin material. 713 00:32:03,906 --> 00:32:04,626 More than 714 00:32:04,746 --> 00:32:07,176 you might expect is the environment light. 715 00:32:07,506 --> 00:32:08,226 So 716 00:32:08,436 --> 00:32:10,626 let's switch to slot number three 717 00:32:10,746 --> 00:32:11,316 and. 718 00:32:11,676 --> 00:32:12,696 Enable. 719 00:32:13,026 --> 00:32:16,956 My world environment texture which is key currently at a strength of zero so it's 720 00:32:16,986 --> 00:32:18,276 basically turned off. 721 00:32:18,636 --> 00:32:20,586 What if we switch set to number one 722 00:32:20,706 --> 00:32:21,706 and it's. 723 00:32:22,236 --> 00:32:25,176 Clearly way too strong so it's good to point five. 724 00:32:25,866 --> 00:32:28,476 And this represents more of a daytime. 725 00:32:29,346 --> 00:32:30,906 Rendering scenario 726 00:32:31,356 --> 00:32:34,716 and while this looks pretty good and typically. 727 00:32:35,226 --> 00:32:37,356 In environment lights once they are introduced. 728 00:32:37,819 --> 00:32:42,306 I'll have to go back and re address my subsurface settings because it needs to look 729 00:32:42,306 --> 00:32:43,806 good in both lighting conditions 730 00:32:44,016 --> 00:32:48,756 but i suppose at this point i'm pretty satisfied with the simplistic version of the. 731 00:32:49,176 --> 00:32:50,176 Skin shader 732 00:32:50,466 --> 00:32:55,086 and i know i'm calling it simplistic but if we take a look at the node editor 733 00:32:55,296 --> 00:32:59,316 so some might not call this simplistic because we have a lot of nodes in here 734 00:32:59,526 --> 00:33:02,736 but that's mainly due to the textures that i'm using. 735 00:33:03,516 --> 00:33:06,756 Because as far as sub-surface goes it's just one node. 736 00:33:07,146 --> 00:33:08,856 One layer if you will. 737 00:33:09,246 --> 00:33:13,746 It's very common when it comes to skin shaders to have a tri layer system which i 738 00:33:13,746 --> 00:33:15,636 went over with blender internal 739 00:33:15,876 --> 00:33:17,676 in the realistic head series 740 00:33:17,946 --> 00:33:23,286 and if you come from mental ray or v ray or other high end render engines. 741 00:33:23,647 --> 00:33:25,596 You'll be familiar with the tri layer system 742 00:33:25,776 --> 00:33:28,476 that's where it can get really complex and 743 00:33:28,776 --> 00:33:30,996 in blender again Matthew heimlich has 744 00:33:31,266 --> 00:33:32,556 ported Arnold's 745 00:33:32,706 --> 00:33:33,876 complex shader. 746 00:33:34,566 --> 00:33:39,096 Into blender as a node group and that's what i'm going to show you next but. 747 00:33:39,906 --> 00:33:44,106 If you feel satisfied with the result that i'm kind of showing you and feel satisfied 748 00:33:44,106 --> 00:33:44,796 with the 749 00:33:44,916 --> 00:33:47,016 range of options that you have to tweak 750 00:33:47,166 --> 00:33:49,446 just the subsurface scattering node by itself 751 00:33:49,716 --> 00:33:50,716 then this is. 752 00:33:50,976 --> 00:33:53,286 A good option for you it's what i tend to do. 753 00:33:54,126 --> 00:33:58,806 Namely because i'm satisfied with the rest salt and this next method the complex. 754 00:33:59,526 --> 00:34:01,116 Arnold port shader 755 00:34:01,236 --> 00:34:04,866 takes almost twice the amount of time to render and clean up 756 00:34:05,286 --> 00:34:08,766 but it does give you all those options that you're used to if you come from one of 757 00:34:08,766 --> 00:34:10,476 those commercial render engines. 758 00:34:10,806 --> 00:34:12,786 So that is what the next lesson is about. 58864

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