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Welcome to another blender cookie tutorial my name is catcher mail
and in this video we're going to be taking another look at realistic skin shading
with blender.
So far we walked through this subject twice already.
Once in depth with the blender internal render engine in the realistic head series
and then we briefly touched on it
with cycles as in the pancake hobo course.
But thus far we haven't gone in depth with skin shading in cycles yet
so that's what i want to do.
Now if you've watched any of my training before hopefully you know right away that
the first order of business is taking time to observe reality
and for human skin this is especially necessary.
Because everyone see human skin every day and subconsciously knows precisely how it's
supposed to look.
That's why it's so hard for cg artists to get right because if it's the slightest bit off
we all can tell and the illusion is broken.
However understanding why human skin looks the way it does is another story
knowledge that isn't so common.
So please study as many reference for autographs as you can if you want to create a
believable skin material.
But since i have gone over skin observations before in the pancake hobo course.
I'm only going to hit the basics here
but if you want a more detailed explanation
please go see the skin lesson in that course.
So the buzzword when it comes to skin shading.
Is subsurface scattering
and this is basically a fancy term for translucency.
If we take a look at this reference photograph.
It's a very typical studio lighting setup
with very harsh back and rim lights which are pushing a lot of light through the ear
here and this is
typically when it comes to subsurface scattering and human skin
most people look straight at the ears because that's where the effect is most
noticeable and you can get a very bright orange red glow
and this color is what bleeds through the shadows
and softens the shadows.
Notice here at the nose.
If we zoom way in and then if i just right click and hover over.
The edge of our shadow
notice just how red the color is
that's actually happening on
all the shadows across the skin
and this is the key thing that i want you to take away from this observation
and that we will need to recreate
as we pull back out in general
the effects of sub-surface
causes a softening of the shadows and therefore a softening of the skin
detail
and as far as the orangish red color that is coming from.
Different layers underneath the surface of the skin
like blood like muscle and fatty tissue that combine
to give us that color as the light scatters through it.
And with all that in mind
let's jump into blender and take a look at the assets we have to start with.
So this comes from a personal project that i
did a couple of years ago.
It's a slightly stylized and
elderly man head
and the reason i want to use this is number one there is a ton of detail
built into the geometry
through a multi resolution modifier up to level five.
If we jump up to that level you'll see
all the skin and pore detail that I've included
in the actual geometry.
You can
see how heavy it is.
Considering the viewport
sluggishness now
and it's important that this is included in the geometry
meaning that it's breaking the silhouette
it's not only included in a bump map or some kind of cheat but it's actually
affecting the shape of the geometry this will
help to ensure
a more believable.
Subsurface scattering effect
so let's pump that back down to let's say level two.
And along with this very detailed.
Piece of geometry
i also have.
All the texture maps that i painted.
Specifically for human skin.
Things like.
Epidermal texture map and subdermal texture map.
Bump maps subsurface scale maps specular maps
all the textures that i would need for a realistic skin shader
have already created it just needs to be plugged into a shader appropriately.
So before we actually create the shaders let's go through through.
The render setups that i have i'm just going to split my user interface over here to
give me a very small.
Render viewport
and i should have a camera let's at zero there you go.
Making sure that i'm in the cycles render engine I'll go ahead and enable.
Viewport rendering or shift z in that viewport.
And we have a black silhouette because i have no lights visible
so let's jump over to my
layer management add on and enable
layer rin a.
Which is my firm first lighting scenario.
Pretty standard stuff with.
A strong key light.
A.
Back slash rim light
and then.
A large card which acts as a sort of global rim light that i will show up
particularly well.
With reflections
and then then let's go to the next one rin b.
This is a actually very similar except that.
I would change the world value so let me go choose a
environment map.
I will of course
include some environment maps in the source files.
And do
ok so if i bump this up to let's say point five.
Now we have a lot of environment lighting contributing to our shadows lightening them
up a whole lot
and then finally we have render scenario rio see.
Which if i
let's say turn off my environment light again
this setup is useful for looking at how back scattering works through the ears
and if
my sub surface values are good.
So yeah the reason i show you these is
in order to get the best
skin material.
You'll want to look at the shading through different light setups
and if it looks good in all the lighting situations then you can have confidence
in your material.
So i think I'll start with
scenario a.
Just because
it's a little bit more neutral and standard
and let's get started building materials lrs.
I'll switch my
three d viewport to the node editor
with the n key
and right now i have one of my cards selected
but if i select my head geometry over here.
We have no material associated so.
Let's create one
and i'm going to call this skin underscore simple.
Because i'm going to walk you through a couple different
skin shading setups
obviously i named this one simple so the first one is going to be a fairly bare-bones
approach just using the subsurface scattering node
and textures associated with the model
and then after that I'll show you a more complex
approach to sub surface scattering specifically for skin.
With Matt heimlich support of the Arnold skin shader
which has all the bells and whistles of three layer skin shading.
That you may be familiar with if you come from the re
mental ray.
Are obviously Arnold
but being more complex
means that it actually rings hers about half the speed
as the simple setup
and you can actually get a very believable result with the simple setup but
still i think it's good to know both ways.
So now let's introduce our subsurface scattering node with shift a.
Shader subsurface scattering.
And we'll remove our diffuse b sdf
and plug in the bss rdf output into the surface input.
And immediately we can see in our viewport.
That.
Way too much light is now penetrating the surface and scattering around
it's glowing way too much
so the first setting i usually tweak is going to be this scale value right here
where the higher the value
the easier it is for light to penetrate and the further through the surface it can
penetrate
the lower the value.
The harder it is for light to pass through
the surface and it doesn't go quite as deep.
So let's bump this down.
Two point one.
And you'll see that
less light is able to make it all the way through the ob checked and our shadows
appear
and if we go
down a little bit more let's go two point one five cut it in half.
Our shadows get even darker and more of our model starts to appear while we still
have a lot of light shining through especially.
In the ears
because they're the thinnest part of our head mesh
but that's still a little bit too high hi.
How about a point one three.
I think that's going to be a good value based on.
My exploration of this shader
and now with that dialed in it'll be a lot easier to go over these settings which i
will quickly
run through first we have.
The fall off algorithm that we can select.
Where i kind of look these in reverse order from bottom to top where compatible
is the old algorithm that's about to be phased out and removed from trunk so we don't
need to worry about that at all
and we're going to be left with cubic and goshen
cubic is a sharper fall off based on the documentation
and it actually renders a little bit faster
but then
goshen is slightly more complex of an algorithm so it takes
a little bit longer to render but it's perhaps a little bit more physically accurate
though when i compare the two i really don't see any noticeable difference
aside from a slight render time savings with cubic's i'm going to select that it is
the default or it should be
a below that we have color this is the general color of our object so if we.
Do let's see switch that too let's see zoom out here.
Switch that to green
you know it looks like a green object that scatters
which is probably pretty obvious to you of course that's what that does but with
subsurface scattering if we jumped down we've always.
As the scale option here below that we have radius
and
this is where we control.
What color the scattered light becomes
so if you remember that reference image we just looked at.
In the shadowed areas on the edges i pointed out how red the shadows were and this is
the scattered color glowing through the sh shadows and with skin it happens to be red
so if we open up those options we have three values with a really no description
but the first one is the red value
the second one is a green value and the third is the blue value so
rgb which gives us
an overall color.
So again with skin we're looking for a row red color so let's leave
the first value at one
and then start to decrease the green and blue which should leave us with more red.
So let's
bump these down to half point five point five.
And you'll start to see that we get an overall green color of our object
but the light that passes through
causes it to glow low read
and i think i want it to be a little bit more orange let's.
Remove the green color take saturation all the way down to zero
and.
Okay yeah so i don't have any green interfering and it's clearly a very red color
so in the radius let's.
Bump down my blue value.
So now we have a lie little bit more green in the mix which should
take it closer to orange or if i bump that up to point six.
Yeah we're starting to get.
A little bit
closer to orangish yellow
but still mainly.
Red.
All right i think that's good for the radius that is a very important setting i would
say radius and scale are the most important
but we have a couple more options
below radius we have sharpness.
Now.
What i can tell sharpness does
is kind of the same thing as decreasing scale
but just to support my theory on what it does let's go ahead and do.
A couple renders
number one we will render this with
sharpness turned off.
Then let's
switch to let's go to slot seven.
And.
Go back to the node editor
by hitting escape
and
let's change our sharpness all the way up to a value of one.
And render that again.
And now if we switch between slot eight
and seven.
You can see
in slot eight.
That.
The details especially in the forehead around the eyes
and will generally the front of the face it gets a little bit blurrier
but then.
At seven they sharpen up a bit.
But also there seems to be more light passing through the ears the glow gets a little
bit bored brighter.
So on
changing the sharpness setting is not exactly the same as.
Simply dialing down the scale
but
it's some sort of in-between that tries to sharpen
the details of the geometry
while still maintaining that scatter amount.
And jumping back to the node editor.
I usually leave sharpness off.
Because i.
Kind of think it detracts from the believability a little bit
but abelow that we have texture blur and this really only.
Is noticeable when we're using a texture
because it does exactly what you would expect it blurs that image
and the idea behind this is if you read the docs
it states how and.
For example if we used a photograph to create our textures.
It's already blurred there's already blurring happening
within the sub surface effect because the picture is of subsurface skin.
Whereas if we hand paint a texture we might not necessarily build that in
and especially if we use a
procedural
we'll want to blur based on the subsurface scattering algorithm
and that's really where this comes in handy so i rarely ever touch the texture blur
setting.
And that is all for the.
Features of the subsurface scattering node.
Do note that if we switch to goshen
we lose the sharpness option.
Which again lends itself
to me believing that sharpness is more of a cheat effect rather than being
physically accurate
but
anyway other than that that's.
All all for the subsurface scattering node
and we're ready to plug in our textures so i'm going to add an input texture
coordinate node.
Way over here off to the left
and then add input.
I'm sorry not input texture image texture.
First we're going to load
and
our general head.
Color texture
let's enable thumbnails so we can see exactly what we're looking for.
This is what i want head color right here.
And then
let's plug in our uvi to the vector.
And the color of our image into the color of our subsurface scattering node.
And right away
you know it looks a little bit more human
though.
In general the whole texture feels a little bit too orange.
So
let's
add.
A.
Letter see color
rgb curves note
in between the image.
Color output and the subsurface scattering node
and for the red channel.
I'm going to take the right upper corner
and just drag it down a little bit.
Then jump to the green channel
and drag that down about half as much.
Yeah that feels a little bit more natural.
Maybe a little less
red.
Air ago that feels better
and that's really it for having
a texture plugged into subsurface scattering color
but we can also use textures for everything else so i'm going to show you
what a scale texture does and
with shift control d.
To duplicate the image texture node while maintaining the connection to the texture
coordinate node
and let's go open another texture.
That i have already created and i have two different versions of this it's called ss
as scale and ssl as scale beep.
Now scale b was procedurally created by simply inverting
the head mesh and then baking an ambient occlusion map.
That will conveniently give you darkened areas
around the thinnest portions of the mesh like the.
Ears
the eyelids the nose and lips which is
you
if you want to control the scale that's where you're going to want to control it.
Sounds pretty cool but this first one is what
I'll use and it's just simply hand painted
around the.
Ears and the eyes so let's go with that one.
Both of them will be included in the source files for you to play with but.
Ok so now if we plug this directly the into the scale value.
There will be absolutely no subsurface taking place
in the majority of the head as you can tell but then
the eyes which is painted to be point five value gray.
That has
a scale of point five so we see scattering there and then we see a lot of scattering
around the ears.
Which of course doesn't look realistic at all so we need to dial in that value
and mix it with a shift a color.
Rgb.
Art mix rgb node
and let's.
For the top.
Color swatch
i'm going to copy the scale value that i was happy with point zero three
have moreover it hit control c
and then click on the color swatch and for the value.
Let's paste that in there.
And then for the operation let's choose add
because it once i add the color from r.
S as a scale texture.
It will allow any areas that are black will add nothing to this value
so the majority of the head will stay at point.
Zero three
and then anything above zero will simply be added increasing the scale
allowing more light to scatter through it.
Like the ears which is what we want so let's plug in the color to
color swatch number two
and then plug the color into the scale value.
Giving us continued
surface effect all over the mash but it's much
more concentrated in the ears and the eyes.
So here's where we have the option to
adjust the factor
and dial in how much of that scattering that we want
so let's go way down let's go to point one.
And that's still too much how about point of two.
Erykah
you know that's a little bit better
and
certainly easy to dial in if we want more scattering in the ears which is.
You know something common that
people like to do.
Let's see here i wonder how we're looking with
our other.
Lighting scenarios.
Let's disable render a and take a look at render be.
Yeah that looks pretty good from that angle how bout.
C which is basically just a backlight
it's still looking good still looking subsurface scattering.
So that's.
Great I'll stick with.
Render be for a little while
i think that's my favorite.
Lighting setup
and jump back over the node editor.
Because the only component that's missing from my
simplistic subsurface.
Skin material
is the specular component.
So if we add a shader.
Glossy b sdf.
And then mix it
lets the shader mix shader node.
Mix it with our sub surface.
We'll start to get some reflections which are certainly a necessary part
of a skin shader.
And
i'm going to sound like a broken record but with reflections comes for now.
So let's create that component now.
Shift a input.
Layer weight.
Shift a vector er.
Let's see
not vector i'm sorry converter
color ramp.
Plug in our facing value into the factor of our color ramp.
And just to
let's see dial this in
let's plug it into an emission node first before using it.
To control the factor of our mich shader node.
There we go let's switch our interpolation to be spline and drag our lower.
Dark flag up.
Yeah to be like that
and now plug this into.
The color output into the factor value of our mix shader.
Plug that back into the surface.
So we can see our specular component now.
I think that's looking a whole lot better.
But.
I will i'd like to take this one step further
and also use this color rant to control the roughness value
of our glossy b sdf so that.
As our geometry faces away from the camera
which is increasing the amount of the glossy be sdf which is why we get this nice rim
light
i also want it to.
Decrease the roughness value making it
more shiny.
So let's add a color mix node.
And let's make the top
color swatch the value of the surface that's facing more directly at the camera.
Change that to point.
Three.
And then
for color swatch number two let's change that
to be
much lower to be more shiny
and let's try point o one for that.
Than the color of our color ramp goes into the factor.
And this color goes into the roughness.
And then let's do a test with and without at first without.
And and.
Oh
okay i messed up
i messed up something let's go back.
I also need another mix node like this one to control the factor.
A little bit more because
right now it's black.
You know for the faces that are.
For the surface it's facing the camera more direct early
so there's no reflection happening which is
clearly not.
Accurate
so we'll plug that color ramp into the factor of another mix node
and the top value
needs to be let's say point one and then the bottom value needs to be.
Point.
Let's go point five.
That might be a little bit strong in both areas let's go.
Point three in the bottom
and point
o five
in the top.
Yeah let's give that a shot.
There you go that's much better.
With the.
Glossy clearly showing up on the
front of the forehead front of the nose and also the lips.
That's certainly helping
our skin out.
That's without the roughness maps now it's jumped to slot six.
And plug in our mix node.
For our roughness value.
And render again.
And here we have a much.
More subtle glossy effect
but this is how we can control.
How sweaty our character is so if we go to slot seven.
You know he looks a little bit shiny or a little bit more sweaty slot six.
Not so much.
So we can tweak those values i think i i would tweak the values for.
Let's see the upper slot to be let's see point two five instead of three.
And then maybe increase the factor how much.
How much gloss is being added.
Right now the value is a point o five i would increase that
let's see I'll actually increase that two point one double it
and then leave the roughness as is
at point three.
And then perhaps bring in a little bit more reflection on the sides of the head.
With this bottom value over here from point three let's go to point
four.
Yeah i think that's pretty good.
Do one more render.
Jumping back to the.
U the image editor.
Let's put this in slot five.
Yeah i think i'm pretty happy with that.
Switching back to slot six.
Then slot five.
More reflections.
Or higher gloss value.
On top of the sub surface i think works good
what we want is a nice balance when it comes to skin
wear with subsurface.
The detail sales will be washed out basically that's how it should be
and the way we get them back is with
you know specular reflections it really gives you a sense of the depth that the light
is penetrating
so that's definitely a key part is striking the balance between specular
and subsurface.
But yeah that's you know essential really all of my
components for the simplistic subsurface shader using the.
Subsurface node
and if we go back to the node editor and.
You know i have
all kinds of places to plug another map in.
For example.
Let's add a bump map
shift control d
my image texture sure.
Go grab that.
Texture map
sss bump right here.
And to test this out
let's unplug our color from the subsurface scattering node and leave it.
A whoops that was the scale let's unplug the
color texture
so that it's white and at this point i need to do render previews
at a higher resolution to see more details
i'm going to bump that up from fifty percent
of the render rez two hundred per cent
and also increase my samples well.
No i won't do that quite yet i still want
you know.
Optimize renders for the previews
and
anyway so the bump map is going to be plugged directly into art displacement output
of our material
and.
How about we make a little bit more room over here.
Right away i know that my bump is going to be way too strong.
Or at least usually it is so let's try doing a render as is and see if we need to
dial the bumped down at all.
Okay it might be kind of hard to tell because.
It's still a fairly grainy render.
That's another thing about subsurface it needs more samples to clean up
and since my bump map is a basically poor detail
you can't tell the difference between pores and noise.
So
i also didn't render
a
before comparison so let me do that real quick before we start to
dial in
the
button math
jump to slot five.
And.
Disconnect the bump image texture.
Here we go here is before
four is after.
So.
There's quite a large change
and it's almost like the face sort of
mushers and melts a little bit once the bump is applied and that's because the bump
is way too strong.
So let's jump back to our note editor and add
a a.
Converter math node.
Where we can plug our bump texture into
here's where we can change our operation to multiply
and change the.
Multiplied value down here
to make it point one of the original intensity of the map.
Now let's plug that into our displacement
output.
And try rendering again.
Here we are with a.
Bump map added let's see if we can even tell a difference.
We can certainly see a shift but.
You
can't really distinguish the extra detail due to the noise
but you know this'll be really good when i.
Render my final.
High sample high resolute ocean
image
but
for demonstration purposes i'm really just showing you how i go about.
Dialing in these values
and now that i have the bump dialed in i can
reconnect my.
Color texture to the subsurface scattering node.
And then lastly if i want to be thorough i can
duplicate my image texture node and again shift control d.
And this will become my specular map.
Keep in mind all of these maps i showed you how to create in the realistic heads series
so
if you went through that you should already have a detailed head model
with detailed textures like this to accompany it that you can just plug directly into
cycles to get.
That updated.
Subsurface sea goodness
like we're doing here
i don't want you to think i'm just breezing through these textures and happen to have
all of them
you know it's a fairly involved process that you can see in the realistic heads
series but
anyway.
The last map I'll show you is the spec map.
And if we plug this into.
An emission no to see exactly what we're dealing with.
You can see that it's based on the color map with
that's been
converted to a black and white value map
and that we have some highlighted areas of white around the eyelids to.
Give us more of a a
wet
eyelid kind of look also in the.
Lip ps we want those to be a little bit more reflective due to their wetness
but then in general we just have a breakup.
Of the skin
speculating.
So we're going to plug this into a
let's see color mix rgb node.
And use the image as the factor
and then from there we will I'll choose colors that we want to be
are low value and are high value
for this top color swatch which will be.
The lowest value of speculating.
Let's make that.
Point three.
And then take it towards the blue direction
a little bit.
I like that.
Because when it comes to human skin it helps to take the specular reflections into
the blue spectrum just a little bit.
Let's
copy that color swatch now
with hovering over it and hit and control c then pacing it with control v over the
next color swatch
and let's take that value from point three all the way up to one.
And now we have that variation.
In the specular map but we have a little bit more control over it and we don't want
the lower value to be zero we still want it to reflect a little bit
but and.
I tend to make my my controlling maps be black and white because that's easier for me
to understand.
It maps
and also i'd see how easy it is to plug it into a mix note and dial in specific
values after the fact like here
in the shading network but anyway now that i have that setup
let's plug that into our glossy color.
And
that should help to break up.
Our glossy component of the sky when.
A very realistically because.
Before this it was very uniform across the entire.
Head
and breaking that up certainly will help with realism
so at this point i think i'm happy with my shader
based on the preview down here and i will.
Let's increase my samples for for a final render from
five hundred to one thousand
and hopefully be done with this simplistic.
Skin shader.
And at about six and a half minutes.
Which really isn't too bad.
Considering you know we're at a fairly high resolution and certainly a lot of samples.
And.
It's a pretty good.
Representation of skin i think but like everything it could of course use some more
tweaking
but at this point i'm fairly satisfied fide
and
i would begin to do test renders in different lighting conditions one thing that i
notice can affect a skin material.
More than
you might expect is the environment light.
So
let's switch to slot number three
and.
Enable.
My world environment texture which is key currently at a strength of zero so it's
basically turned off.
What if we switch set to number one
and it's.
Clearly way too strong so it's good to point five.
And this represents more of a daytime.
Rendering scenario
and while this looks pretty good and typically.
In environment lights once they are introduced.
I'll have to go back and re address my subsurface settings because it needs to look
good in both lighting conditions
but i suppose at this point i'm pretty satisfied with the simplistic version of the.
Skin shader
and i know i'm calling it simplistic but if we take a look at the node editor
so some might not call this simplistic because we have a lot of nodes in here
but that's mainly due to the textures that i'm using.
Because as far as sub-surface goes it's just one node.
One layer if you will.
It's very common when it comes to skin shaders to have a tri layer system which i
went over with blender internal
in the realistic head series
and if you come from mental ray or v ray or other high end render engines.
You'll be familiar with the tri layer system
that's where it can get really complex and
in blender again Matthew heimlich has
ported Arnold's
complex shader.
Into blender as a node group and that's what i'm going to show you next but.
If you feel satisfied with the result that i'm kind of showing you and feel satisfied
with the
range of options that you have to tweak
just the subsurface scattering node by itself
then this is.
A good option for you it's what i tend to do.
Namely because i'm satisfied with the rest salt and this next method the complex.
Arnold port shader
takes almost twice the amount of time to render and clean up
but it does give you all those options that you're used to if you come from one of
those commercial render engines.
So that is what the next lesson is about.
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