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Welcome to another blender cookie
tutorial my name is catcher mail
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00:00:04,740 --> 00:00:08,640
and in this video we're going to be taking
another look at realistic skin shading
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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.
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00:00:22,530 --> 00:00:26,430
But thus far we haven't gone in
depth with skin shading in cycles yet
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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
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00:00:32,010 --> 00:00:35,400
the first order of business is
taking time to observe reality
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00:00:35,730 --> 00:00:38,730
and for human skin this
is especially necessary.
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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.
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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.
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00:00:52,530 --> 00:00:56,280
However understanding why human skin
looks the way it does is another story
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00:00:56,490 --> 00:00:58,050
knowledge that isn't so common.
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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
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00:01:02,940 --> 00:01:04,320
believable skin material.
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00:01:04,860 --> 00:01:09,510
But since i have gone over skin observations
before in the pancake hobo course.
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00:01:09,840 --> 00:01:11,790
I'm only going to
hit the basics here
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00:01:12,150 --> 00:01:16,410
but if you want a more
detailed explanation
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00:01:16,410 --> 00:01:18,170
please go see the skin
lesson in that course.
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00:01:18,420 --> 00:01:21,660
So the buzzword when
it comes to skin shading.
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00:01:21,990 --> 00:01:23,970
Is subsurface scattering
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00:01:24,390 --> 00:01:27,840
and this is basically a
fancy term for translucency.
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00:01:28,410 --> 00:01:30,540
If we take a look at
this reference photograph.
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00:01:31,050 --> 00:01:34,350
It's a very typical
studio lighting setup
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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
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00:01:40,110 --> 00:01:41,110
here and this is
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00:01:41,190 --> 00:01:44,280
typically when it comes to
subsurface scattering and human skin
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00:01:44,520 --> 00:01:47,970
most people look straight at the ears
because that's where the effect is most
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00:01:47,970 --> 00:01:51,660
noticeable and you can get
a very bright orange red glow
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00:01:51,870 --> 00:01:54,870
and this color is what
bleeds through the shadows
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00:01:54,990 --> 00:01:56,400
and softens the shadows.
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00:01:56,730 --> 00:01:58,290
Notice here at the nose.
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00:01:58,620 --> 00:02:03,060
If we zoom way in and then if i
just right click and hover over.
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00:02:03,540 --> 00:02:05,070
The edge of our shadow
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00:02:05,310 --> 00:02:07,530
notice just how red the color is
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00:02:07,800 --> 00:02:09,390
that's actually happening on
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00:02:09,570 --> 00:02:12,060
all the shadows across the skin
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00:02:12,390 --> 00:02:15,990
and this is the key thing that i want
you to take away from this observation
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00:02:16,170 --> 00:02:17,760
and that we will
need to recreate
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00:02:17,970 --> 00:02:19,950
as we pull back out in general
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00:02:20,220 --> 00:02:21,750
the effects of sub-surface
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00:02:21,990 --> 00:02:26,310
causes a softening of the shadows
and therefore a softening of the skin
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00:02:26,430 --> 00:02:27,430
detail
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00:02:27,630 --> 00:02:30,660
and as far as the orangish
red color that is coming from.
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Different layers underneath
the surface of the skin
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00:02:34,410 --> 00:02:38,400
like blood like muscle and
fatty tissue that combine
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00:02:38,550 --> 00:02:41,520
to give us that color as
the light scatters through it.
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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.
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00:02:48,960 --> 00:02:52,080
So this comes from a
personal project that i
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00:02:52,290 --> 00:02:53,670
did a couple of years ago.
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00:02:54,270 --> 00:02:57,120
It's a slightly stylized and
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00:02:57,330 --> 00:02:58,770
elderly man head
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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
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00:03:06,630 --> 00:03:10,380
through a multi resolution
modifier up to level five.
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00:03:10,770 --> 00:03:14,040
If we jump up to
that level you'll see
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00:03:14,310 --> 00:03:17,160
all the skin and pore
detail that I've included
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00:03:17,430 --> 00:03:18,870
in the actual geometry.
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00:03:19,200 --> 00:03:19,560
You can
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00:03:19,800 --> 00:03:20,910
see how heavy it is.
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00:03:21,240 --> 00:03:22,800
Considering the viewport
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00:03:22,950 --> 00:03:24,330
sluggishness now
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00:03:24,720 --> 00:03:28,710
and it's important that this
is included in the geometry
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00:03:28,890 --> 00:03:31,290
meaning that it's
breaking the silhouette
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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
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00:03:36,420 --> 00:03:38,580
affecting the shape of
the geometry this will
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00:03:38,700 --> 00:03:39,360
help to ensure
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00:03:39,469 --> 00:03:40,890
a more believable.
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00:03:41,310 --> 00:03:43,080
Subsurface scattering effect
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00:03:43,320 --> 00:03:46,560
so let's pump that back
down to let's say level two.
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00:03:47,670 --> 00:03:50,130
And along with
this very detailed.
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00:03:50,610 --> 00:03:51,750
Piece of geometry
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00:03:51,990 --> 00:03:52,990
i also have.
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00:03:53,280 --> 00:03:55,440
All the texture
maps that i painted.
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00:03:55,800 --> 00:03:57,960
Specifically for human skin.
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00:03:58,380 --> 00:03:59,380
Things like.
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00:03:59,670 --> 00:04:03,810
Epidermal texture map
and subdermal texture map.
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00:04:04,230 --> 00:04:07,530
Bump maps subsurface
scale maps specular maps
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00:04:07,680 --> 00:04:11,640
all the textures that i would
need for a realistic skin shader
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00:04:11,850 --> 00:04:15,930
have already created it just needs to
be plugged into a shader appropriately.
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00:04:16,350 --> 00:04:19,980
So before we actually create the
shaders let's go through through.
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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
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00:04:26,130 --> 00:04:27,660
give me a very small.
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00:04:28,110 --> 00:04:29,220
Render viewport
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00:04:29,700 --> 00:04:32,430
and i should have a camera
let's at zero there you go.
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Making sure that i'm in the cycles
render engine I'll go ahead and enable.
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Viewport rendering or
shift z in that viewport.
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00:04:43,020 --> 00:04:46,740
And we have a black silhouette
because i have no lights visible
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00:04:47,010 --> 00:04:48,690
so let's jump over to my
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00:04:48,990 --> 00:04:51,210
layer management
add on and enable
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layer rin a.
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00:04:53,070 --> 00:04:55,290
Which is my firm
first lighting scenario.
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00:04:55,740 --> 00:04:57,480
Pretty standard stuff with.
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A strong key light.
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00:05:00,300 --> 00:05:00,660
A.
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00:05:01,110 --> 00:05:03,240
Back slash rim light
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00:05:03,660 --> 00:05:04,660
and then.
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A large card which acts as a sort of
global rim light that i will show up
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00:05:10,260 --> 00:05:11,580
particularly well.
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00:05:12,210 --> 00:05:13,230
With reflections
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00:05:13,530 --> 00:05:16,380
and then then let's go
to the next one rin b.
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00:05:16,710 --> 00:05:19,890
This is a actually
very similar except that.
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00:05:20,250 --> 00:05:24,426
I would change the world
value so let me go choose a
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00:05:24,636 --> 00:05:25,680
environment map.
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00:05:29,070 --> 00:05:30,150
I will of course
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00:05:30,450 --> 00:05:33,390
include some environment
maps in the source files.
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And do
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00:05:35,400 --> 00:05:38,340
ok so if i bump this up
to let's say point five.
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00:05:38,760 --> 00:05:43,260
Now we have a lot of environment lighting
contributing to our shadows lightening them
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00:05:43,260 --> 00:05:44,260
up a whole lot
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and then finally we have
render scenario rio see.
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00:05:48,660 --> 00:05:49,890
Which if i
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00:05:50,160 --> 00:05:53,070
let's say turn off my
environment light again
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this setup is useful for looking at
how back scattering works through the ears
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00:05:58,440 --> 00:05:58,830
and if
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00:05:59,040 --> 00:06:00,870
my sub surface values are good.
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00:06:01,410 --> 00:06:03,570
So yeah the reason
i show you these is
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00:06:03,720 --> 00:06:05,100
in order to get the best
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skin material.
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You'll want to look at the shading
through different light setups
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00:06:11,910 --> 00:06:16,020
and if it looks good in all the lighting
situations then you can have confidence
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00:06:16,170 --> 00:06:17,170
in your material.
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00:06:17,550 --> 00:06:19,140
So i think I'll start with
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00:06:19,620 --> 00:06:20,850
scenario a.
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Just because
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it's a little bit more
neutral and standard
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and let's get started
building materials lrs.
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I'll switch my
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three d viewport
to the node editor
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with the n key
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and right now i have
one of my cards selected
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but if i select my
head geometry over here.
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We have no material
associated so.
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Let's create one
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and i'm going to call
this skin underscore simple.
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Because i'm going to walk
you through a couple different
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skin shading setups
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obviously i named this one simple so the
first one is going to be a fairly bare-bones
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approach just using the
subsurface scattering node
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and textures associated
with the model
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00:07:03,900 --> 00:07:06,660
and then after that I'll
show you a more complex
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00:07:06,870 --> 00:07:09,840
approach to sub surface
scattering specifically for skin.
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With Matt heimlich support
of the Arnold skin shader
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which has all the bells and
whistles of three layer skin shading.
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That you may be familiar
with if you come from the re
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mental ray.
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Are obviously Arnold
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but being more complex
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means that it actually rings
hers about half the speed
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as the simple setup
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and you can actually get a very
believable result with the simple setup but
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still i think it's
good to know both ways.
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So now let's introduce our
subsurface scattering node with shift a.
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Shader subsurface scattering.
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And we'll remove
our diffuse b sdf
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and plug in the bss rdf
output into the surface input.
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And immediately we
can see in our viewport.
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That.
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Way too much light is now penetrating
the surface and scattering around
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it's glowing way too much
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so the first setting i usually tweak is
going to be this scale value right here
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where the higher the value
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the easier it is for light to penetrate
and the further through the surface it can
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penetrate
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the lower the value.
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The harder it is for
light to pass through
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the surface and it
doesn't go quite as deep.
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So let's bump this down.
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Two point one.
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And you'll see that
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less light is able to make it all the
way through the ob checked and our shadows
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appear
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and if we go
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down a little bit more let's go
two point one five cut it in half.
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Our shadows get even darker and more of
our model starts to appear while we still
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have a lot of light
shining through especially.
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In the ears
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because they're the
thinnest part of our head mesh
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but that's still a
little bit too high hi.
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How about a point one three.
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I think that's going to
be a good value based on.
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My exploration of this shader
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and now with that dialed in it'll be a lot
easier to go over these settings which i
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will quickly
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run through first we have.
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00:09:04,140 --> 00:09:06,900
The fall off algorithm
that we can select.
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Where i kind of look these in reverse
order from bottom to top where compatible
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is the old algorithm that's about to be
phased out and removed from trunk so we don't
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need to worry about that at all
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and we're going to be
left with cubic and goshen
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00:09:20,970 --> 00:09:25,800
cubic is a sharper fall off
based on the documentation
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and it actually renders
a little bit faster
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but then
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00:09:29,610 --> 00:09:33,750
goshen is slightly more complex
of an algorithm so it takes
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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
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aside from a slight render time savings
with cubic's i'm going to select that it is
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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.
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Do let's see switch that
too let's see zoom out here.
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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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