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Welcome to another Blender Cookie tutorial.
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My name is Kent Tramel and in this video
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we're going to be taking another look at
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realistic skin shading with Blender. So far.
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we've walked through this subject twice
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already, once in depth with the Blender
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internal render engine in the realistic
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head series and then we briefly touched
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on it with cycles in the pancake hobo
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course. But thus far we haven't gone in
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depth with skin shading in cycles yet.
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So that's what I want to do. Now if you've
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watched any of my training before hopefully you know right away that the
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first order of business is taking time to observe reality and for human skin
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this is especially necessary because everyone sees human skin every day and
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subconsciously knows precisely how it's supposed to look. That's why it's so
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hard for CG artists to get right because
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if it's the slightest bit off we all
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can tell and the illusion is broken.
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However understanding why human skin looks
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the way it does is another story knowledge that isn't so common. So please
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study as many reference photographs as you can if you want to create a
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believable skin material. But since I
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have gone over skin observations before in
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the pancake hobo course I'm only going
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to hit the basics here but if you want a
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more detailed explanation please go see
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the skin lesson in that course. Okay so
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the buzzword when it comes to skin shading is subsurface scattering and.
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this is basically a fancy term for translucency. If we take a look at this
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reference photograph it's a very typical
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studio lighting setup with very harsh
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back and rim lights which are pushing
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a lot of light through the ear here and
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this is typically when it comes to subsurface scattering and human skin
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most people look straight at the ears
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because that's where the effect is most
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noticeable and you can get a very
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bright orangish red glow. And this color is
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what bleeds through the shadows and softens
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the shadows. Notice here at the nose
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if we zoom way in and then if I just right click and hover over the edge of
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our shadow notice just how red the color
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is. That's actually happening on all the
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shadows across the skin and this is
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the key thing that I want you to take away
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from this observation and that we will
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need to recreate. As we pull back out in
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general the effects of subsurface causes
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a softening of the shadows and therefore
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softening of the skin detail and as far
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as the orangish red color that's coming
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from different layers underneath the surface of the skin like blood like
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muscle and fatty tissue that combine to give us that color as the light
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scatters through it. And with all that
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in mind let's jump into blender and take a
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look at the assets we have to start with.
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So this comes from a personal project
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that I did a couple years ago. It's a
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slightly stylized elderly man head and the
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reason I want to use this is number one
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there is a ton of detail built into the
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geometry through a multi-resolution modifier up to level five. If we jump up
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to that level you'll see all the skin and poor detail that I've included in
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the actual geometry. You can see how heavy it is considering the viewport
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sluggishness.
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now and it's important that this is included in the geometry meaning that
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it's breaking the silhouette. It's not
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only included in a bump map or some kind
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of cheat but it's actually affecting the
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shape of the geometry. This will help to
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ensure a more believable subsurface scattering effect. So let's pump that
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back down to let's say level two and along with this very detailed piece of
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geometry I also have all the texture maps that I painted specifically for
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human skin. Things like epidermal texture
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map and subdermal texture map bump maps
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subsurface scale map, specular maps,
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all the textures that I would need for a
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realistic skin shader I've already created. It just needs to be plugged into
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a shader appropriately. So before we actually create the shaders let's go
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through the render setups that I have.
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I'm just going to split my user interface
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over here to give me a very small render viewport and I should have a
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camera let's hit zero. There we go. Making sure that I'm in the Cycles
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render engine I'll go ahead and enable viewport rendering or shift Z in that
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viewport and we have a black silhouette because I have no lights
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visible. So let's jump over to my layer management add-on and enable layer
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Ren A which is my first lighting scenario. Pretty standard stuff with a.
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strong key light, a back/rim light and
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then a large card which acts as a sort of
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global rim light that will show up particularly well with reflections and.
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then let's go to the next one Ren B. This is actually very similar except I
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would change the world value. So let me
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go choose an environment map. I will of
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course include some environment maps
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in the source files and okay so if I bump
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this up to let's say 0.5 now we have a
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lot of environment lighting contributing
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to our shadows, lightening them up a
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whole lot and then finally we have render
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scenario C which if I let's see turn off
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my environment light again this setup is
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useful for looking at how backscattering works through the ears and if my
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subsurface values are good. So yeah
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the reason I show you these is in order to
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get the best skin material you'll want
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to look at the shading through different
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light setups and if it looks good in
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all the lighting situations then you can
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have confidence in your material.
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So I think I'll start with scenario A just.
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because it's a little bit more neutral and standard and let's get started
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building materials. I'll switch my 3D viewport to the node editor with the
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in key and right now I have one of my cards selected but if I select my
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head geometry over here we have no material associated so let's create one
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and I'm going to call this skin_simple because I'm going to walk you
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through a couple different skin shading
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setups obviously I named this one simple
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so the first one is going to be a fairly bare bones approach just using the
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subsurface scattering node and textures
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associated with the model and then after
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that I'll show you a more complex approach to subsurface scattering
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specifically for skin with matte Heimlich's
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port of the Arnold skin shader which
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has all the bells and whistles of three layer skin shading that you may be
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familiar with if you come from V-ray
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mental ray or obviously Arnold but being
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more complex means that it actually renders about half the speed as the
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simple setup and you can actually get
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a very believable result with the simple
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setup but still I think it's good to
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know both ways so now let's introduce our
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subsurface scattering node with shift
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A shader subsurface scattering and we'll
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remove our diffuse BSDF and plug in the
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BSSRDF output into the surface input and
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immediately we can see in our viewport that way too much light is now
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penetrating the surface and scattering
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around it's glowing way too much so the
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first setting I usually tweak is going
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to be this scale value right here where the
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higher the value the easier it is for
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light to penetrate and the further through
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the surface it can penetrate the lower
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the value the harder it is for light to
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pass through the surface and it doesn't
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go quite as deep so let's bump this down
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to point one and you'll see that less light is able to make it all the way
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through the object and our shadows appear and if we go down a little bit
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more let's go to point oh five cut it
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in half our shadows get even darker and
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more of our model starts to appear
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while we still have a lot of light shining
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through especially in the ears because they're the thinnest part of our head
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mesh but that's still a little bit too
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high about a point oh three I think that's
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going to be a good value based on my exploration of this shader and now with
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that dialed in it'll be a lot easier to go over these settings which I will
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quickly run through first we have the fall off algorithm that we can select
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where I kind of look at these in reverse order from bottom to top where
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compatible is the old algorithm that's
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about to be phased out and removed from
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trunk so we don't need to worry about that at all and we're going to be left
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with cubic and Gaussian cubic is a
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sharper fall off based on the documentation
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and it actually renders a little bit faster but then Gaussian is slightly
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more complex of an algorithm so it takes
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a little bit longer to render but it's
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perhaps a little bit more physically accurate though when I compare the two
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I really don't see any noticeable difference aside from a slight render
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time savings with cubic I'm going to select that it is the default or it
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should be and below that we have color and this is the general color of our
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object so if we let's see switch that
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to let's see zoom out here switch that to
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green you know it looks like a green object that scatters which is probably
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pretty obvious to you of course that's what that does but with subsurface
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scattering if we jump down we've already addressed the scale option here
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below that we have radius and this is
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where we control what color the scattered
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light becomes so if you remember that
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reference image we just looked at in the
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shadowed areas on the edges I pointed
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out how red the shadows were and this is
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the scattered color glowing through
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the shadows and with skin it happens to be
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red so if we open up those options we have three values with really no
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description but the first one is the
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red value the second one is a green value
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and the third is the blue value so RGB
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which gives us an overall color so again
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with skin we're looking for a red color
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so let's leave the first value at one and
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then start to decrease the green and
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blue which should leave us with more red so
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let's bump these down to half point
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five and point five and you'll start to see
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that we get an overall green color of our object but the light that passes
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through causes it to glow red and I think I want it to be a little bit more.
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orange let's remove the green color to saturation all the way down to zero
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okay yeah so I don't have any green interfering and it's clearly a very red.
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color so in the radius let's bump down
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my blue value so now we have a little bit
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more green in the mix which should take
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it closer to orange or if I bump that up
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to point six yeah we're starting to get
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a little bit closer to orange is yellow
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but still mainly red all right I think that's good for the radius that is a
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very important setting I would say radius
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and scale are the most important but we
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have a couple more options below radius
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we have sharpness now what I can tell
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sharpness does is kind of the same thing as decreasing scale but just to
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support my theory on what it does let's
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go ahead and do a couple renders number
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one we will render this with sharpness turned off then let's switch to let's
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go to slot seven and go back to the node editor by hitting escape and let's
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change our sharpness all the way up to
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a value of one and render that again and.
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now if we switch between slot eight and
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seven you can see in slot eight that the
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details especially in the forehead around the eyes and well generally the
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front of the face it gets a little bit
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blurrier but then at seven they sharpen
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up a bit but also there seems to be more
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light passing through the ears the glow
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gets a little bit brighter so changing
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the sharpness setting is not exactly the
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same as simply dialing down the scale but it's some sort of in between that
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tries to sharpen the details of the geometry while still maintaining that
230
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scatter amount and jumping back to the
231
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node editor I usually leave sharpness off.
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because I kind of think it detracts from
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the believability a little bit but below
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that we have texture blur and this really
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only is noticeable when we're using a
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texture because it does exactly what
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you would expect it blurs that image and
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the idea behind this is if you read the docs it states how for example if we
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used a photograph to create our textures
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it's already blurred there's already
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blurring happening within the subsurface
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effect because the picture is of subsurface
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skin whereas if we hand paint a texture
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we might not necessarily build that in
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and especially if we use a procedural
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we'll want to blur based on the subsurface.
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scattering algorithm and that's really where this comes in handy so I rarely
248
00:14:03,001 --> 00:14:09,000
ever touch the texture blur setting and that is all for the features of the
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subsurface scattering node do note that if we switch to Gaussian we lose the
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00:14:15,001 --> 00:14:17,583
sharpness option which again lends itself
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to me believing that sharpness is more
252
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of a cheat effect rather than being
253
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physically accurate but anyway other than
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that that's all for the subsurface scattering node and we're ready to plug
255
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in our texture so I'm going to add an input texture coordinate node way over
256
00:14:35,001 --> 00:14:37,914
here off to the left and then add input
257
00:14:37,926 --> 00:14:41,000
I'm sorry not input texture image texture
258
00:14:41,001 --> 00:14:48,000
and first we're going to load our general head color texture let's enable
259
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thumbnail so we can see exactly what we're looking for this is what I want
260
00:14:52,001 --> 00:14:59,000
head color right here and then let's plug in our UV to the vector and the
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00:14:59,001 --> 00:15:01,357
color of our image into the color of
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our subsurface scattering node and right
263
00:15:04,025 --> 00:15:09,000
away you know it looks a little bit more human though in general the whole
264
00:15:09,001 --> 00:15:12,783
texture feels a little bit too orange
265
00:15:12,795 --> 00:15:17,000
so let's add a let's see color RGB curves
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node in between the image color output
267
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and the subsurface scattering node and
268
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for the red channel I'm going to take
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the right upper corner and just drag it
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down a little bit then jump to the
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green channel and drag that down about half
272
00:15:35,300 --> 00:15:41,000
as much yeah that feels a little bit more natural maybe a little less red.
273
00:15:41,650 --> 00:15:44,382
there we go that feels better and that's
274
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really it for having a texture plugged
275
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into subsurface scattering color but we can also use textures for everything
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else so I'm going to show you what a
277
00:15:55,806 --> 00:15:59,000
scale texture does and with shift control
278
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D to duplicate the image texture node
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while maintaining the connection to the
280
00:16:04,001 --> 00:16:06,831
texture coordinate node and let's go
281
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open another texture that I have already
282
00:16:10,250 --> 00:16:12,800
created and I have two different versions
283
00:16:12,812 --> 00:16:15,000
of this it's called SS scale and SS
284
00:16:15,001 --> 00:16:23,000
scale B now scale B was procedurally created by simply inverting the head
285
00:16:23,001 --> 00:16:27,000
mesh and then baking an ambient occlusion map that will conveniently
286
00:16:27,001 --> 00:16:31,000
give you darkened areas around the thinnest portions of the mesh like the
287
00:16:31,001 --> 00:16:33,424
ears the eyelids the nose and the lips
288
00:16:33,436 --> 00:16:36,000
which is you know if you want to control
289
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the scale that's where you're going to
290
00:16:37,975 --> 00:16:40,000
want to control it so that one's pretty
291
00:16:40,001 --> 00:16:44,000
cool but this first one is what I'll use and it's just simply hand painted.
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00:16:44,400 --> 00:16:49,000
around the ears and the eyes so let's go with that one both of them will be
293
00:16:49,001 --> 00:16:54,000
included in the source files for you to play with but okay so now if we plug
294
00:16:54,001 --> 00:17:01,000
this directly into the scale value there will be absolutely no subsurface
295
00:17:01,001 --> 00:17:05,000
taking place in the majority of the head as you can tell but then the eyes
296
00:17:05,001 --> 00:17:12,000
which is painted to be 0.5 value gray that has a scale of 0.5 so we see
297
00:17:12,001 --> 00:17:13,989
scattering there and then we see a lot
298
00:17:14,001 --> 00:17:16,000
of scattering around the ears which of
299
00:17:16,050 --> 00:17:18,856
course doesn't look realistic at all
300
00:17:18,868 --> 00:17:22,000
so we need to dial in that value and mix
301
00:17:22,150 --> 00:17:25,910
it with a shift A color RGB I'm sorry
302
00:17:25,922 --> 00:17:30,000
mix RGB node and let's for the top color
303
00:17:30,001 --> 00:17:32,989
swatch I'm going to copy the scale value
304
00:17:33,001 --> 00:17:36,000
that I was happy with 0.03 hover over it
305
00:17:36,001 --> 00:17:41,000
hit control C and then click on the color swatch and for the value let's
306
00:17:41,075 --> 00:17:47,000
paste that in there and then for the operation let's choose add because it
307
00:17:47,001 --> 00:17:53,000
once I add the color from our SSS scale texture it will any areas that are
308
00:17:53,001 --> 00:17:55,357
black will add nothing to this value
309
00:17:55,369 --> 00:17:58,000
so the majority of the head will stay at
310
00:17:58,200 --> 00:18:05,000
0.03 and then anything above 0 will simply be added increasing the scale
311
00:18:05,001 --> 00:18:07,394
allowing more light to scatter through
312
00:18:07,406 --> 00:18:10,000
it like the ears which is what we want so
313
00:18:10,200 --> 00:18:12,651
let's plug in the color to color swatch
314
00:18:12,663 --> 00:18:15,000
number 2 and then plug the color into
315
00:18:15,001 --> 00:18:21,000
the scale value giving us continued subsurface effect all over the mesh but
316
00:18:21,001 --> 00:18:22,963
it's much more concentrated in the ears
317
00:18:22,975 --> 00:18:25,000
and the eyes so here's where we have the
318
00:18:25,001 --> 00:18:30,000
option to adjust the factor and dial in how much of that scattering that we
319
00:18:30,001 --> 00:18:34,489
want so let's go way down let's go to 0.1
320
00:18:34,501 --> 00:18:39,000
and that's still too much how about 0.02.
321
00:18:40,350 --> 00:18:42,484
there we go you know that's a little
322
00:18:42,496 --> 00:18:45,000
bit better certainly easy to dial in if we
323
00:18:45,001 --> 00:18:46,937
want more scattering in the ears which
324
00:18:46,949 --> 00:18:49,000
is you know something common that people
325
00:18:49,001 --> 00:18:54,000
like to do let's see here I wonder how we're looking with our other.
326
00:18:54,450 --> 00:18:58,213
lighting scenarios let's disable render
327
00:18:58,225 --> 00:19:02,000
a and take a look at render b yeah that
328
00:19:02,200 --> 00:19:04,205
looks pretty good from that angle how about
329
00:19:04,217 --> 00:19:06,000
c which is basically just a backlight.
330
00:19:07,050 --> 00:19:09,417
it's still looking good still looking
331
00:19:09,429 --> 00:19:12,000
subsurface scattering so that's you know
332
00:19:12,001 --> 00:19:17,000
great I'll stick with render b for a little while I think that's my favorite
333
00:19:17,250 --> 00:19:19,892
lighting setup and jump back over to
334
00:19:19,904 --> 00:19:23,000
the node editor because the only component
335
00:19:23,001 --> 00:19:29,000
that's missing from my simplistic subsurface skin material is the
336
00:19:29,001 --> 00:19:33,664
specular component so if we add a shader
337
00:19:33,676 --> 00:19:38,000
glossy bsdf and then mix it let's see
338
00:19:38,001 --> 00:19:45,000
shader mix shader node mix it with our subsurface we'll start to get some
339
00:19:45,001 --> 00:19:51,000
reflections which are certainly a necessary part of a skin shader and I'm
340
00:19:51,001 --> 00:19:56,000
gonna sound like a broken record but with reflections comes for now so let's
341
00:19:56,001 --> 00:20:00,040
create that component now shift a input
342
00:20:00,052 --> 00:20:04,000
layer weight shift a vector let's see.
343
00:20:04,550 --> 00:20:12,000
not vector I'm sorry converter color ramp plug in our facing value into the
344
00:20:12,001 --> 00:20:14,794
factor of our color ramp and just to
345
00:20:14,806 --> 00:20:18,000
let's see dial this in let's plug it into
346
00:20:18,001 --> 00:20:21,399
an emission node first before using it
347
00:20:21,411 --> 00:20:25,000
to control the factor of our mix shader.
348
00:20:26,800 --> 00:20:31,000
node there we go let's switch our interpolation to b spline and drag our
349
00:20:31,001 --> 00:20:35,988
lower dark flag up yeah to be like that
350
00:20:36,000 --> 00:20:41,000
and now plug this into the color output
351
00:20:41,125 --> 00:20:44,128
into the factor value of our mix shader
352
00:20:44,140 --> 00:20:47,000
plug that back into the surface so we
353
00:20:47,001 --> 00:20:52,000
can see our specular component now I think that's looking a whole lot better
354
00:20:52,001 --> 00:20:55,443
but I would like to take this one step
355
00:20:55,455 --> 00:20:59,000
further and also use this color ramp to
356
00:20:59,001 --> 00:21:06,000
control the roughness value of our glossy bsdf so that as our geometry
357
00:21:06,001 --> 00:21:11,000
faces away from the camera which is increasing the amount of the glossy bsdf
358
00:21:11,001 --> 00:21:13,426
which is why we get this nice rim light
359
00:21:13,438 --> 00:21:16,000
I also want it to decrease the roughness.
360
00:21:17,000 --> 00:21:20,488
value making it more shiny so let's add
361
00:21:20,500 --> 00:21:24,000
a color mix node and let's make the top
362
00:21:24,300 --> 00:21:26,992
color swatch the value of the surface
363
00:21:27,004 --> 00:21:30,000
that's facing more directly at the camera
364
00:21:30,001 --> 00:21:35,000
let's change that to point three and then for color swatch number two let's
365
00:21:35,001 --> 00:21:38,489
change that to be much lower to be more
366
00:21:38,501 --> 00:21:42,000
shiny and let's try point 0 1 for that.
367
00:21:43,150 --> 00:21:45,469
then the color of our color ramp goes
368
00:21:45,481 --> 00:21:48,000
into the factor and this color goes into
369
00:21:48,001 --> 00:21:58,000
the roughness and then let's do a test with and without it first without and
370
00:21:58,075 --> 00:22:01,177
oh okay I messed up I messed up something
371
00:22:01,189 --> 00:22:04,000
let's go back I also need another mix
372
00:22:04,001 --> 00:22:06,489
node like this one to control the factor
373
00:22:06,501 --> 00:22:09,000
a little bit more because right now it's
374
00:22:09,001 --> 00:22:11,391
black you know for the faces that are
375
00:22:11,403 --> 00:22:14,000
for the surface that's facing the camera
376
00:22:14,001 --> 00:22:16,456
more directly so there's no reflection
377
00:22:16,468 --> 00:22:19,000
happening which is clearly not accurate
378
00:22:19,001 --> 00:22:21,489
so we'll plug that color ramp into the
379
00:22:21,501 --> 00:22:24,000
factor of another mix node and the top
380
00:22:24,001 --> 00:22:30,000
value needs to be let's say point one and then the bottom value needs to be.
381
00:22:30,700 --> 00:22:33,838
point let's go point five that might be
382
00:22:33,850 --> 00:22:37,000
a little bit strong in both areas let's
383
00:22:37,001 --> 00:22:40,837
go point three in the bottom and point
384
00:22:40,849 --> 00:22:45,000
oh five in the top yeah let's give that a
385
00:22:45,001 --> 00:22:49,133
shot there we go that's much better
386
00:22:49,145 --> 00:22:54,000
with the glossy clearly showing up on the
387
00:22:54,050 --> 00:22:58,000
front of the forehead front of the nose and also the lips that's certainly
388
00:22:58,300 --> 00:23:01,102
helping our skin out that's without the
389
00:23:01,114 --> 00:23:04,000
roughness map now let's jump to slot six
390
00:23:04,001 --> 00:23:09,515
and plug in our mix node for our roughness
391
00:23:09,527 --> 00:23:14,000
value and render again and here we
392
00:23:14,175 --> 00:23:17,875
have a much more subtle glossy effect
393
00:23:17,887 --> 00:23:22,000
but this is how we can control how sweaty
394
00:23:22,001 --> 00:23:26,000
our character is so if we go to slot seven you know he looks a little bit
395
00:23:26,001 --> 00:23:28,391
shinier a little bit more sweaty slot
396
00:23:28,403 --> 00:23:31,000
six you know not so much so we can tweak
397
00:23:31,001 --> 00:23:33,489
those values I think I would tweak the
398
00:23:33,501 --> 00:23:36,000
values for let's see the upper slot to
399
00:23:36,001 --> 00:23:39,399
be let's see point two five instead of
400
00:23:39,411 --> 00:23:43,000
three and then maybe increase the factor
401
00:23:43,001 --> 00:23:51,000
how much how much gloss is being added right now the value is 0.05 I would
402
00:23:51,225 --> 00:23:53,538
increase that let's see I'll actually
403
00:23:53,550 --> 00:23:56,000
increase that to 0.1 double it and then
404
00:23:56,001 --> 00:24:03,000
leave the roughness as is at 0.3 and then perhaps bring in a little bit more
405
00:24:03,150 --> 00:24:05,372
reflection on the sides of the head
406
00:24:05,384 --> 00:24:08,000
with this bottom value over here from 0.3
407
00:24:08,001 --> 00:24:11,534
let's go to 0.4 yeah I think that looks
408
00:24:11,546 --> 00:24:15,000
pretty good do one more render jumping
409
00:24:15,050 --> 00:24:23,000
back to the UV image editor let's put this in slot five yeah I think I'm
410
00:24:23,100 --> 00:24:24,100
pretty
411
00:24:24,125 --> 00:24:28,051
happy with that switching back to slot
412
00:24:28,063 --> 00:24:32,000
six then slot five more reflections or
413
00:24:32,001 --> 00:24:37,000
higher gloss value on top of the subsurface I think works good what we want
414
00:24:37,001 --> 00:24:40,027
is a nice balance when it comes to skin
415
00:24:40,039 --> 00:24:43,000
where with subsurface the details will
416
00:24:43,001 --> 00:24:45,330
be washed out basically that's how it
417
00:24:45,342 --> 00:24:48,000
should be and the way we get them back is.
418
00:24:48,400 --> 00:24:52,000
with you know specular reflections it really gives you a sense of the depth
419
00:24:52,050 --> 00:24:54,578
that the light is penetrating so that's
420
00:24:54,590 --> 00:24:57,000
definitely a key part is striking the
421
00:24:57,001 --> 00:24:59,951
balance between specular and subsurface
422
00:24:59,963 --> 00:25:03,000
but yeah that's you know essentially all
423
00:25:03,200 --> 00:25:09,000
of my components for this simplistic subsurface shader using the subsurface
424
00:25:09,001 --> 00:25:15,000
node and if we go back to the node editor you know I have all kinds of
425
00:25:15,001 --> 00:25:21,000
places to plug another map in for example let's add a bump map shift
426
00:25:21,001 --> 00:25:26,053
control D my image texture go grab that
427
00:25:26,065 --> 00:25:31,000
texture map SSS bump right here and to
428
00:25:31,150 --> 00:25:33,435
test this out let's unplug our color
429
00:25:33,447 --> 00:25:36,000
from the subsurface scattering node and.
430
00:25:36,550 --> 00:25:38,503
leave it whoops that was the scale
431
00:25:38,515 --> 00:25:41,000
let's unplug the color texture so that it's
432
00:25:41,050 --> 00:25:46,000
white and at this point I need to do render previews at a higher resolution
433
00:25:46,001 --> 00:25:50,000
to see more details so I'm gonna bump that up from 50% of the render res to
434
00:25:50,001 --> 00:25:52,875
100% and also increase my samples well
435
00:25:52,887 --> 00:25:56,000
no I won't do that quite yet I still want
436
00:25:56,001 --> 00:26:03,000
you know optimized renders for the previews and anyway so the bump map is
437
00:26:03,001 --> 00:26:05,423
going to be plugged directly into our
438
00:26:05,435 --> 00:26:08,000
displacement output of our material and
439
00:26:08,001 --> 00:26:11,489
how about we make a little bit more room
440
00:26:11,501 --> 00:26:15,000
over here right away I know that my bump
441
00:26:15,125 --> 00:26:20,000
is going to be way too strong or at least usually it is so let's try doing a
442
00:26:20,200 --> 00:26:22,783
render as is and see if we need to
443
00:26:22,795 --> 00:26:26,000
dial the bump down at all okay it might be
444
00:26:26,100 --> 00:26:28,602
kind of hard to tell because it's still
445
00:26:28,614 --> 00:26:31,000
a fairly grainy render that's another
446
00:26:31,001 --> 00:26:33,326
thing about subsurface it needs more
447
00:26:33,338 --> 00:26:36,000
samples to clean up and since my bump map
448
00:26:36,175 --> 00:26:40,000
is a basically poor detail you can't tell the difference between pores and
449
00:26:40,001 --> 00:26:42,456
noise so I also didn't render a before
450
00:26:42,468 --> 00:26:45,000
comparison so let me do that real quick
451
00:26:45,300 --> 00:26:49,243
before we start to dial in the bump
452
00:26:49,255 --> 00:26:54,000
map jump to slot 5 and disconnect the bump
453
00:26:54,200 --> 00:27:03,000
image texture here we go here is before 4 is after so there's quite a large
454
00:27:03,001 --> 00:27:09,000
change and it's almost like the face sort of mushes and melts a little bit
455
00:27:09,050 --> 00:27:13,000
once the bump is applied and that's because the bump is way too strong so
456
00:27:13,200 --> 00:27:16,588
let's jump back to our node editor and
457
00:27:16,600 --> 00:27:20,000
add a converter math node where we can
458
00:27:20,001 --> 00:27:22,014
plug our bump texture into here is where
459
00:27:22,026 --> 00:27:24,000
we can change our operation to multiply
460
00:27:24,001 --> 00:27:27,729
and change the multiplied value down
461
00:27:27,741 --> 00:27:32,000
here to make it point one of the original
462
00:27:32,250 --> 00:27:35,807
intensity of the map now let's plug
463
00:27:35,819 --> 00:27:40,000
that into our displacement output and try
464
00:27:40,001 --> 00:27:42,989
rendering again here we are with a bump
465
00:27:43,001 --> 00:27:46,000
map added let's see if we can even tell
466
00:27:46,001 --> 00:27:49,130
a difference we can certainly see a
467
00:27:49,142 --> 00:27:53,000
shift but you know can't really distinguish
468
00:27:53,001 --> 00:27:55,391
the extra detail due to the noise but
469
00:27:55,403 --> 00:27:58,000
you know this will be really good when I
470
00:27:58,001 --> 00:28:05,000
render my final high sample high resolution image but for demonstration
471
00:28:05,001 --> 00:28:07,296
purposes I'm really just showing you
472
00:28:07,308 --> 00:28:10,000
how I go about dialing in these values and
473
00:28:10,001 --> 00:28:16,000
now that I have the bump dialed in I can reconnect my color texture to the
474
00:28:16,200 --> 00:28:20,000
subsurface scattering node and then lastly if I want to be thorough I can
475
00:28:20,001 --> 00:28:23,396
duplicate my image texture node again
476
00:28:23,408 --> 00:28:27,000
shift control D and this will become my
477
00:28:27,001 --> 00:28:32,000
specular map keep in mind all these maps I showed you how to create in the
478
00:28:32,001 --> 00:28:36,000
realistic head series so if you went through that you should already have a
479
00:28:36,001 --> 00:28:38,613
detailed head model with detailed textures
480
00:28:38,625 --> 00:28:41,000
like this to accompany it that you can
481
00:28:41,001 --> 00:28:48,000
just plug directly into cycles to get that updated subsurfacey goodness like
482
00:28:48,200 --> 00:28:51,000
we're doing here I don't want you to think I'm just breezing through these
483
00:28:51,001 --> 00:28:52,989
textures and happen to have all of them
484
00:28:53,001 --> 00:28:55,000
you know it's a fairly involved process
485
00:28:55,001 --> 00:29:00,000
that you can see in the realistic head series but anyway the last map I'll
486
00:29:00,001 --> 00:29:02,914
show you is the spec map and if we plug
487
00:29:02,926 --> 00:29:06,000
this into an emission node to see exactly
488
00:29:06,001 --> 00:29:15,000
what we're dealing with you can see that it's based on the color map with
489
00:29:15,001 --> 00:29:20,000
that's been converted to a black and white value map and we have some
490
00:29:20,001 --> 00:29:22,910
highlighted areas of white around the
491
00:29:22,922 --> 00:29:26,000
eyelids to give us more of a wet eyelid
492
00:29:26,001 --> 00:29:28,391
kind of look also in the lips we want
493
00:29:28,403 --> 00:29:31,000
those to be a little bit more reflective
494
00:29:31,001 --> 00:29:37,000
due to their wetness but then in general we just have a breakup of the skin
495
00:29:37,150 --> 00:29:40,520
specularity so we're going to plug this
496
00:29:40,532 --> 00:29:44,000
into a let's see color mix RGB node and.
497
00:29:44,650 --> 00:29:47,172
use the image as the factor and then
498
00:29:47,184 --> 00:29:50,000
from there we will choose colors that we
499
00:29:50,001 --> 00:29:55,000
want to be our low value and our high value for this top color swatch which
500
00:29:55,001 --> 00:30:02,000
will be the lowest value of specularity let's make that 0.3 and then take it
501
00:30:02,001 --> 00:30:05,444
towards the blue direction a little bit
502
00:30:05,456 --> 00:30:09,000
about like that because when it comes to
503
00:30:09,001 --> 00:30:11,520
human skin it helps to take the specular
504
00:30:11,532 --> 00:30:14,000
reflections into the blue spectrum just
505
00:30:14,001 --> 00:30:19,000
a little bit let's copy that color swatch now with hovering over it and
506
00:30:19,001 --> 00:30:21,391
hit and control C then pacing it with
507
00:30:21,403 --> 00:30:24,000
control V over the next color swatch and
508
00:30:24,001 --> 00:30:28,000
let's take that value from 0.3 all the way up to 1 and now we have that
509
00:30:28,001 --> 00:30:30,758
variation in the specular map but we
510
00:30:30,770 --> 00:30:34,000
have a little bit more control over it and
511
00:30:34,001 --> 00:30:35,911
we don't want the lower value to be 0
512
00:30:35,923 --> 00:30:38,000
we still want it to reflect a little bit
513
00:30:38,500 --> 00:30:45,000
but I tend to make my my controlling maps be black and white because that's
514
00:30:45,001 --> 00:30:47,360
easier for me to understand as I make
515
00:30:47,372 --> 00:30:50,000
the maps and also I see how easy it is to
516
00:30:50,001 --> 00:30:55,000
plug it into a mix note and dial in specific values after the fact like here
517
00:30:55,001 --> 00:30:56,936
in the shading network but anyway now
518
00:30:56,948 --> 00:30:59,000
that I have that set up let's plug that
519
00:30:59,001 --> 00:31:02,352
into our glossy color and that should
520
00:31:02,364 --> 00:31:06,000
help to break up our glossy component of
521
00:31:06,001 --> 00:31:12,000
the skin very realistically because before this it was very uniform across
522
00:31:12,150 --> 00:31:18,000
the entire head and breaking that up certainly will help with realism so at
523
00:31:18,001 --> 00:31:20,326
this point I think I'm happy with my
524
00:31:20,338 --> 00:31:23,000
shader based on the preview down here and
525
00:31:23,001 --> 00:31:30,000
I will let's increase my samples for a final render from 500 to 1000 and
526
00:31:30,250 --> 00:31:34,063
hopefully be done with this simplistic
527
00:31:34,075 --> 00:31:38,000
skin shader and at about six and a half
528
00:31:38,001 --> 00:31:42,000
minutes which really isn't too bad considering you know we're at a fairly
529
00:31:42,001 --> 00:31:47,000
high resolution and certainly a lot of samples you know it's a pretty good
530
00:31:47,200 --> 00:31:49,619
representation of skin I think but like
531
00:31:49,631 --> 00:31:52,000
everything it could of course use some
532
00:31:52,200 --> 00:31:58,000
more tweaking but at this point I'm fairly satisfied and I would begin to do
533
00:31:58,001 --> 00:32:02,000
test renders in different lighting conditions one thing that I noticed can
534
00:32:02,001 --> 00:32:07,000
affect a skin material more than you might expect is the environment light
535
00:32:07,100 --> 00:32:08,100
so.
536
00:32:08,350 --> 00:32:11,492
let's switch to slot number three and
537
00:32:11,504 --> 00:32:15,000
enable my world environment texture which
538
00:32:15,001 --> 00:32:19,000
is currently at a strength of zero so it's basically turned off what if we
539
00:32:19,150 --> 00:32:24,000
switch that to number one and it's clearly way too strong so let's go to
540
00:32:24,125 --> 00:32:28,051
point five and this represents more of
541
00:32:28,063 --> 00:32:32,000
a daytime rendering scenario and while
542
00:32:32,001 --> 00:32:36,000
this looks pretty good typically environment lights once they are
543
00:32:36,001 --> 00:32:38,291
introduced you know I'll have to go
544
00:32:38,303 --> 00:32:41,000
back and readdress my subsurface settings
545
00:32:41,001 --> 00:32:45,000
because it needs to look good in both lighting conditions but I suppose at
546
00:32:45,175 --> 00:32:47,419
this point I'm pretty satisfied with
547
00:32:47,431 --> 00:32:50,000
the simplistic version of the skin shader
548
00:32:50,400 --> 00:32:52,567
and I know I'm calling it simplistic
549
00:32:52,579 --> 00:32:55,000
but if we take a look at the node editor
550
00:32:55,250 --> 00:32:59,000
some might not call this simplistic because we have a lot of nodes in here
551
00:32:59,001 --> 00:33:01,764
but that's mainly due to the textures
552
00:33:01,776 --> 00:33:05,000
that I'm using because as far as subsurface
553
00:33:05,001 --> 00:33:07,758
goes it's just one node one layer if
554
00:33:07,770 --> 00:33:11,000
you will it's very common when it comes to
555
00:33:11,001 --> 00:33:13,489
skin shaders to have a tri-layer system
556
00:33:13,501 --> 00:33:16,000
which I went over with blender internal
557
00:33:16,001 --> 00:33:18,261
in the realistic head series and if
558
00:33:18,273 --> 00:33:21,000
you come from mental ray or V-ray or other
559
00:33:21,001 --> 00:33:25,000
high-end render engines you'll be familiar with the tri-layer system
560
00:33:25,001 --> 00:33:31,000
that's where it can get really complex and in blender again Matthew Heimlich
561
00:33:31,025 --> 00:33:34,001
has ported Arnold's complex shader into
562
00:33:34,013 --> 00:33:37,000
blender as a node group and that's what
563
00:33:37,001 --> 00:33:39,423
I'm going to show you next but if you
564
00:33:39,435 --> 00:33:42,000
feel satisfied with the result that I'm
565
00:33:42,001 --> 00:33:43,963
kind of showing you and feel satisfied
566
00:33:43,975 --> 00:33:46,000
with the range of options that you have
567
00:33:46,001 --> 00:33:48,521
to tweak just the subsurface scattering
568
00:33:48,533 --> 00:33:51,000
node by itself then this is you know a
569
00:33:51,001 --> 00:33:53,457
good option for you it's what I tend to
570
00:33:53,469 --> 00:33:56,000
do namely because I'm satisfied with the
571
00:33:56,001 --> 00:33:59,067
result and this next method the complex
572
00:33:59,079 --> 00:34:02,000
Arnold port shader takes almost twice
573
00:34:02,001 --> 00:34:04,394
the amount of time to render and clean
574
00:34:04,406 --> 00:34:07,000
up but it does give you all those options
575
00:34:07,001 --> 00:34:08,859
that you're used to if you come from
576
00:34:08,871 --> 00:34:11,000
one of those commercial render engines so
577
00:34:11,001 --> 00:34:15,000
that is what the next lesson is about.
50803
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