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Welcome to another Blender Cookie tutorial.
My name is Kent Tramel and in this video
we're going to be taking another look at
realistic skin shading with Blender. So far.
we've walked through this subject twice
already, once in depth with the Blender
internal render engine in the realistic
head series and then we briefly touched
on it with cycles in the pancake hobo
course. But thus far we haven't gone in
depth with skin shading in cycles yet.
So that's what I want to do. Now if you've
watched any of my training before hopefully you know right away that the
first order of business is taking time to observe reality and for human skin
this is especially necessary because everyone sees human skin every day and
subconsciously knows precisely how it's supposed to look. That's why it's so
hard for CG artists to get right because
if it's the slightest bit off we all
can tell and the illusion is broken.
However understanding why human skin looks
the way it does is another story knowledge that isn't so common. So please
study as many reference photographs as you can if you want to create a
believable skin material. But since I
have gone over skin observations before in
the pancake hobo course I'm only going
to hit the basics here but if you want a
more detailed explanation please go see
the skin lesson in that course. Okay so
the buzzword when it comes to skin shading is subsurface scattering and.
this is basically a fancy term for translucency. If we take a look at this
reference photograph it's a very typical
studio lighting setup with very harsh
back and rim lights which are pushing
a lot of light through the ear here and
this is typically when it comes to subsurface scattering and human skin
most people look straight at the ears
because that's where the effect is most
noticeable and you can get a very
bright orangish red glow. And this color is
what bleeds through the shadows and softens
the shadows. Notice here at the nose
if we zoom way in and then if I just right click and hover over the edge of
our shadow notice just how red the color
is. That's actually happening on all the
shadows across the skin and this is
the key thing that I want you to take away
from this observation and that we will
need to recreate. As we pull back out in
general the effects of subsurface causes
a softening of the shadows and therefore
softening of the skin detail and as far
as the orangish red color that's coming
from different layers underneath the surface of the skin like blood like
muscle and fatty tissue that combine to give us that color as the light
scatters through it. And with all that
in mind let's jump into blender and take a
look at the assets we have to start with.
So this comes from a personal project
that I did a couple years ago. It's a
slightly stylized elderly man head and the
reason I want to use this is number one
there is a ton of detail built into the
geometry through a multi-resolution modifier up to level five. If we jump up
to that level you'll see all the skin and poor detail that I've included in
the actual geometry. You can see how heavy it is considering the viewport
sluggishness.
now and it's important that this is included in the geometry meaning that
it's breaking the silhouette. It's not
only included in a bump map or some kind
of cheat but it's actually affecting the
shape of the geometry. This will help to
ensure a more believable subsurface scattering effect. So let's pump that
back down to let's say level two and along with this very detailed piece of
geometry I also have all the texture maps that I painted specifically for
human skin. Things like epidermal texture
map and subdermal texture map bump maps
subsurface scale map, specular maps,
all the textures that I would need for a
realistic skin shader I've already created. It just needs to be plugged into
a shader appropriately. So before we actually create the shaders let's go
through the render setups that I have.
I'm just going to split my user interface
over here to give me a very small render viewport and I should have a
camera let's hit zero. There we go. Making sure that I'm in the Cycles
render engine I'll go ahead and enable viewport rendering or shift Z in that
viewport and we have a black silhouette because I have no lights
visible. So let's jump over to my layer management add-on and enable layer
Ren A which is my first lighting scenario. Pretty standard stuff with a.
strong key light, a back/rim light and
then a large card which acts as a sort of
global rim light that will show up particularly well with reflections and.
then let's go to the next one Ren B. This is actually very similar except I
would change the world value. So let me
go choose an environment map. I will of
course include some environment maps
in the source files and okay so if I bump
this up to let's say 0.5 now we have a
lot of environment lighting contributing
to our shadows, lightening them up a
whole lot and then finally we have render
scenario C which if I let's see turn off
my environment light again this setup is
useful for looking at how backscattering works through the ears and if my
subsurface values are good. So yeah
the reason I show you these is in order to
get the best skin material you'll want
to look at the shading through different
light setups and if it looks good in
all the lighting situations then you can
have confidence in your material.
So I think I'll start with scenario A just.
because it's a little bit more neutral and standard and let's get started
building materials. I'll switch my 3D viewport to the node editor with the
in key and right now I have one of my cards selected but if I select my
head geometry over here we have no material associated so let's create one
and I'm going to call this skin_simple because I'm going to walk you
through a couple different skin shading
setups obviously I named this one simple
so the first one is going to be a fairly bare bones approach just using the
subsurface scattering node and textures
associated with the model and then after
that I'll show you a more complex approach to subsurface scattering
specifically for skin with matte Heimlich's
port of the Arnold skin shader which
has all the bells and whistles of three layer skin shading that you may be
familiar with if you come from V-ray
mental ray or obviously Arnold but being
more complex means that it actually renders about half the speed as the
simple setup and you can actually get
a very believable result with the simple
setup but still I think it's good to
know both ways so now let's introduce our
subsurface scattering node with shift
A shader subsurface scattering and we'll
remove our diffuse BSDF and plug in the
BSSRDF output into the surface input and
immediately we can see in our viewport that way too much light is now
penetrating the surface and scattering
around it's glowing way too much so the
first setting I usually tweak is going
to be this scale value right here where the
higher the value the easier it is for
light to penetrate and the further through
the surface it can penetrate the lower
the value the harder it is for light to
pass through the surface and it doesn't
go quite as deep so let's bump this down
to point one and you'll see that less light is able to make it all the way
through the object and our shadows appear and if we go down a little bit
more let's go to point oh five cut it
in half our shadows get even darker and
more of our model starts to appear
while we still have a lot of light shining
through especially in the ears because they're the thinnest part of our head
mesh but that's still a little bit too
high about a point oh three I think that's
going to be a good value based on my exploration of this shader and now with
that dialed in it'll be a lot easier to go over these settings which I will
quickly run through first we have the fall off algorithm that we can select
where I kind of look at these in reverse order from bottom to top where
compatible is the old algorithm that's
about to be phased out and removed from
trunk so we don't need to worry about that at all and we're going to be left
with cubic and Gaussian cubic is a
sharper fall off based on the documentation
and it actually renders a little bit faster but then Gaussian is slightly
more complex of an algorithm so it takes
a little bit longer to render but it's
perhaps a little bit more physically accurate though when I compare the two
I really don't see any noticeable difference aside from a slight render
time savings with cubic I'm going to select that it is the default or it
should be and below that we have color and this is the general color of our
object so if we let's see switch that
to let's see zoom out here switch that to
green you know it looks like a green object that scatters which is probably
pretty obvious to you of course that's what that does but with subsurface
scattering if we jump down we've already addressed the scale option here
below that we have radius and this is
where we control what color the scattered
light becomes so if you remember that
reference image we just looked at in the
shadowed areas on the edges I pointed
out how red the shadows were and this is
the scattered color glowing through
the shadows and with skin it happens to be
red so if we open up those options we have three values with really no
description but the first one is the
red value the second one is a green value
and the third is the blue value so RGB
which gives us an overall color so again
with skin we're looking for a red color
so let's leave the first value at one and
then start to decrease the green and
blue which should leave us with more red so
let's bump these down to half point
five and point five and you'll start to see
that we get an overall green color of our object but the light that passes
through causes it to glow red and I think I want it to be a little bit more.
orange let's remove the green color to saturation all the way down to zero
okay yeah so I don't have any green interfering and it's clearly a very red.
color so in the radius let's bump down
my blue value so now we have a little bit
more green in the mix which should take
it closer to orange or if I bump that up
to point six yeah we're starting to get
a little bit closer to orange is yellow
but still mainly red all right I think that's good for the radius that is a
very important setting I would say radius
and scale are the most important but we
have a couple more options below radius
we have sharpness now what I can tell
sharpness does is kind of the same thing as decreasing scale but just to
support my theory on what it does let's
go ahead and do a couple renders number
one we will render this with sharpness turned off then let's switch to let's
go to slot seven and go back to the node editor by hitting escape and let's
change our sharpness all the way up to
a value of one and render that again and.
now if we switch between slot eight and
seven you can see in slot eight that the
details especially in the forehead around the eyes and well generally the
front of the face it gets a little bit
blurrier but then at seven they sharpen
up a bit but also there seems to be more
light passing through the ears the glow
gets a little bit brighter so changing
the sharpness setting is not exactly the
same as simply dialing down the scale but it's some sort of in between that
tries to sharpen the details of the geometry while still maintaining that
scatter amount and jumping back to the
node editor I usually leave sharpness off.
because I kind of think it detracts from
the believability a little bit but below
that we have texture blur and this really
only is noticeable when we're using a
texture because it does exactly what
you would expect it blurs that image and
the idea behind this is if you read the docs it states how for example if we
used a photograph to create our textures
it's already blurred there's already
blurring happening within the subsurface
effect because the picture is of subsurface
skin whereas if we hand paint a texture
we might not necessarily build that in
and especially if we use a procedural
we'll want to blur based on the subsurface.
scattering algorithm and that's really where this comes in handy so I rarely
ever touch the texture blur setting and that is all for the features of the
subsurface scattering node do note that if we switch to Gaussian we lose the
sharpness option which again lends itself
to me believing that sharpness is more
of a cheat effect rather than being
physically accurate but anyway other than
that that's all for the subsurface scattering node and we're ready to plug
in our texture so I'm going to add an input texture coordinate node way over
here off to the left and then add input
I'm sorry not input texture image texture
and first we're going to load our general head color texture let's enable
thumbnail so we can see exactly what we're looking for this is what I want
head color right here and then let's plug in our UV to the vector and the
color of our image into the color of
our subsurface scattering node and right
away you know it looks a little bit more human though in general the whole
texture feels a little bit too orange
so let's add a let's see color RGB curves
node in between the image color output
and the subsurface scattering node and
for the red channel I'm going to take
the right upper corner and just drag it
down a little bit then jump to the
green channel and drag that down about half
as much yeah that feels a little bit more natural maybe a little less red.
there we go that feels better and that's
really it for having a texture plugged
into subsurface scattering color but we can also use textures for everything
else so I'm going to show you what a
scale texture does and with shift control
D to duplicate the image texture node
while maintaining the connection to the
texture coordinate node and let's go
open another texture that I have already
created and I have two different versions
of this it's called SS scale and SS
scale B now scale B was procedurally created by simply inverting the head
mesh and then baking an ambient occlusion map that will conveniently
give you darkened areas around the thinnest portions of the mesh like the
ears the eyelids the nose and the lips
which is you know if you want to control
the scale that's where you're going to
want to control it so that one's pretty
cool but this first one is what I'll use and it's just simply hand painted.
around the ears and the eyes so let's go with that one both of them will be
included in the source files for you to play with but okay so now if we plug
this directly into the scale value there will be absolutely no subsurface
taking place in the majority of the head as you can tell but then the eyes
which is painted to be 0.5 value gray that has a scale of 0.5 so we see
scattering there and then we see a lot
of scattering around the ears which of
course doesn't look realistic at all
so we need to dial in that value and mix
it with a shift A color RGB I'm sorry
mix RGB node and let's for the top color
swatch I'm going to copy the scale value
that I was happy with 0.03 hover over it
hit control C and then click on the color swatch and for the value let's
paste that in there and then for the operation let's choose add because it
once I add the color from our SSS scale texture it will any areas that are
black will add nothing to this value
so the majority of the head will stay at
0.03 and then anything above 0 will simply be added increasing the scale
allowing more light to scatter through
it like the ears which is what we want so
let's plug in the color to color swatch
number 2 and then plug the color into
the scale value giving us continued subsurface effect all over the mesh but
it's much more concentrated in the ears
and the eyes so here's where we have the
option to adjust the factor and dial in how much of that scattering that we
want so let's go way down let's go to 0.1
and that's still too much how about 0.02.
there we go you know that's a little
bit better certainly easy to dial in if we
want more scattering in the ears which
is you know something common that people
like to do let's see here I wonder how we're looking with our other.
lighting scenarios let's disable render
a and take a look at render b yeah that
looks pretty good from that angle how about
c which is basically just a backlight.
it's still looking good still looking
subsurface scattering so that's you know
great I'll stick with render b for a little while I think that's my favorite
lighting setup and jump back over to
the node editor because the only component
that's missing from my simplistic subsurface skin material is the
specular component so if we add a shader
glossy bsdf and then mix it let's see
shader mix shader node mix it with our subsurface we'll start to get some
reflections which are certainly a necessary part of a skin shader and I'm
gonna sound like a broken record but with reflections comes for now so let's
create that component now shift a input
layer weight shift a vector let's see.
not vector I'm sorry converter color ramp plug in our facing value into the
factor of our color ramp and just to
let's see dial this in let's plug it into
an emission node first before using it
to control the factor of our mix shader.
node there we go let's switch our interpolation to b spline and drag our
lower dark flag up yeah to be like that
and now plug this into the color output
into the factor value of our mix shader
plug that back into the surface so we
can see our specular component now I think that's looking a whole lot better
but I would like to take this one step
further and also use this color ramp to
control the roughness value of our glossy bsdf so that as our geometry
faces away from the camera which is increasing the amount of the glossy bsdf
which is why we get this nice rim light
I also want it to decrease the roughness.
value making it more shiny so let's add
a color mix node and let's make the top
color swatch the value of the surface
that's facing more directly at the camera
let's change that to point three and then for color swatch number two let's
change that to be much lower to be more
shiny and let's try point 0 1 for that.
then the color of our color ramp goes
into the factor and this color goes into
the roughness and then let's do a test with and without it first without and
oh okay I messed up I messed up something
let's go back I also need another mix
node like this one to control the factor
a little bit more because right now it's
black you know for the faces that are
for the surface that's facing the camera
more directly so there's no reflection
happening which is clearly not accurate
so we'll plug that color ramp into the
factor of another mix node and the top
value needs to be let's say point one and then the bottom value needs to be.
point let's go point five that might be
a little bit strong in both areas let's
go point three in the bottom and point
oh five in the top yeah let's give that a
shot there we go that's much better
with the glossy clearly showing up on the
front of the forehead front of the nose and also the lips that's certainly
helping our skin out that's without the
roughness map now let's jump to slot six
and plug in our mix node for our roughness
value and render again and here we
have a much more subtle glossy effect
but this is how we can control how sweaty
our character is so if we go to slot seven you know he looks a little bit
shinier a little bit more sweaty slot
six you know not so much so we can tweak
those values I think I would tweak the
values for let's see the upper slot to
be let's see point two five instead of
three and then maybe increase the factor
how much how much gloss is being added right now the value is 0.05 I would
increase that let's see I'll actually
increase that to 0.1 double it and then
leave the roughness as is at 0.3 and then perhaps bring in a little bit more
reflection on the sides of the head
with this bottom value over here from 0.3
let's go to 0.4 yeah I think that looks
pretty good do one more render jumping
back to the UV image editor let's put this in slot five yeah I think I'm
pretty
happy with that switching back to slot
six then slot five more reflections or
higher gloss value on top of the subsurface I think works good what we want
is a nice balance when it comes to skin
where with subsurface the details will
be washed out basically that's how it
should be and the way we get them back is.
with you know specular reflections it really gives you a sense of the depth
that the light is penetrating so that's
definitely a key part is striking the
balance between specular and subsurface
but yeah that's you know essentially all
of my components for this simplistic subsurface shader using the subsurface
node and if we go back to the node editor you know I have all kinds of
places to plug another map in for example let's add a bump map shift
control D my image texture go grab that
texture map SSS bump right here and to
test this out let's unplug our color
from the subsurface scattering node and.
leave it whoops that was the scale
let's unplug the color texture so that it's
white and at this point I need to do render previews at a higher resolution
to see more details so I'm gonna bump that up from 50% of the render res to
100% and also increase my samples well
no I won't do that quite yet I still want
you know optimized renders for the previews and anyway so the bump map is
going to be plugged directly into our
displacement output of our material and
how about we make a little bit more room
over here right away I know that my bump
is going to be way too strong or at least usually it is so let's try doing a
render as is and see if we need to
dial the bump down at all okay it might be
kind of hard to tell because it's still
a fairly grainy render that's another
thing about subsurface it needs more
samples to clean up and since my bump map
is a basically poor detail you can't tell the difference between pores and
noise so I also didn't render a before
comparison so let me do that real quick
before we start to dial in the bump
map jump to slot 5 and disconnect the bump
image texture here we go here is before 4 is after so there's quite a large
change and it's almost like the face sort of mushes and melts a little bit
once the bump is applied and that's because the bump is way too strong so
let's jump back to our node editor and
add a converter math node where we can
plug our bump texture into here is where
we can change our operation to multiply
and change the multiplied value down
here to make it point one of the original
intensity of the map now let's plug
that into our displacement output and try
rendering again here we are with a bump
map added let's see if we can even tell
a difference we can certainly see a
shift but you know can't really distinguish
the extra detail due to the noise but
you know this will be really good when I
render my final high sample high resolution image but for demonstration
purposes I'm really just showing you
how I go about dialing in these values and
now that I have the bump dialed in I can reconnect my color texture to the
subsurface scattering node and then lastly if I want to be thorough I can
duplicate my image texture node again
shift control D and this will become my
specular map keep in mind all these maps I showed you how to create in the
realistic head series so if you went through that you should already have a
detailed head model with detailed textures
like this to accompany it that you can
just plug directly into cycles to get that updated subsurfacey goodness like
we're doing here I don't want you to think I'm just breezing through these
textures and happen to have all of them
you know it's a fairly involved process
that you can see in the realistic head series but anyway the last map I'll
show you is the spec map and if we plug
this into an emission node to see exactly
what we're dealing with you can see that it's based on the color map with
that's been converted to a black and white value map and we have some
highlighted areas of white around the
eyelids to give us more of a wet eyelid
kind of look also in the lips we want
those to be a little bit more reflective
due to their wetness but then in general we just have a breakup of the skin
specularity so we're going to plug this
into a let's see color mix RGB node and.
use the image as the factor and then
from there we will choose colors that we
want to be our low value and our high value for this top color swatch which
will be the lowest value of specularity let's make that 0.3 and then take it
towards the blue direction a little bit
about like that because when it comes to
human skin it helps to take the specular
reflections into the blue spectrum just
a little bit let's copy that color swatch now with hovering over it and
hit and control C then pacing it with
control V over the next color swatch and
let's take that value from 0.3 all the way up to 1 and now we have that
variation in the specular map but we
have a little bit more control over it and
we don't want the lower value to be 0
we still want it to reflect a little bit
but I tend to make my my controlling maps be black and white because that's
easier for me to understand as I make
the maps and also I see how easy it is to
plug it into a mix note and dial in specific values after the fact like here
in the shading network but anyway now
that I have that set up let's plug that
into our glossy color and that should
help to break up our glossy component of
the skin very realistically because before this it was very uniform across
the entire head and breaking that up certainly will help with realism so at
this point I think I'm happy with my
shader based on the preview down here and
I will let's increase my samples for a final render from 500 to 1000 and
hopefully be done with this simplistic
skin shader and at about six and a half
minutes which really isn't too bad considering you know we're at a fairly
high resolution and certainly a lot of samples you know it's a pretty good
representation of skin I think but like
everything it could of course use some
more tweaking but at this point I'm fairly satisfied and I would begin to do
test renders in different lighting conditions one thing that I noticed can
affect a skin material more than you might expect is the environment light
so.
let's switch to slot number three and
enable my world environment texture which
is currently at a strength of zero so it's basically turned off what if we
switch that to number one and it's clearly way too strong so let's go to
point five and this represents more of
a daytime rendering scenario and while
this looks pretty good typically environment lights once they are
introduced you know I'll have to go
back and readdress my subsurface settings
because it needs to look good in both lighting conditions but I suppose at
this point I'm pretty satisfied with
the simplistic version of the skin shader
and I know I'm calling it simplistic
but if we take a look at the node editor
some might not call this simplistic because we have a lot of nodes in here
but that's mainly due to the textures
that I'm using because as far as subsurface
goes it's just one node one layer if
you will it's very common when it comes to
skin shaders to have a tri-layer system
which I went over with blender internal
in the realistic head series and if
you come from mental ray or V-ray or other
high-end render engines you'll be familiar with the tri-layer system
that's where it can get really complex and in blender again Matthew Heimlich
has ported Arnold's complex shader into
blender as a node group and that's what
I'm going to show you next but if you
feel satisfied with the result that I'm
kind of showing you and feel satisfied
with the range of options that you have
to tweak just the subsurface scattering
node by itself then this is you know a
good option for you it's what I tend to
do namely because I'm satisfied with the
result and this next method the complex
Arnold port shader takes almost twice
the amount of time to render and clean
up but it does give you all those options
that you're used to if you come from
one of those commercial render engines so
that is what the next lesson is about.
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