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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,100 --> 00:00:02,627 Welcome to another Blender Cookie tutorial. 2 00:00:02,639 --> 00:00:05,000 My name is Kent Tramel and in this video 3 00:00:05,001 --> 00:00:06,893 we're going to be taking another look at 4 00:00:06,905 --> 00:00:09,975 realistic skin shading with Blender. So far. 5 00:00:10,000 --> 00:00:11,988 we've walked through this subject twice 6 00:00:12,000 --> 00:00:14,000 already, once in depth with the Blender 7 00:00:14,001 --> 00:00:16,489 internal render engine in the realistic 8 00:00:16,501 --> 00:00:19,000 head series and then we briefly touched 9 00:00:19,001 --> 00:00:21,423 on it with cycles in the pancake hobo 10 00:00:21,435 --> 00:00:24,000 course. But thus far we haven't gone in 11 00:00:24,001 --> 00:00:26,364 depth with skin shading in cycles yet. 12 00:00:26,376 --> 00:00:29,000 So that's what I want to do. Now if you've 13 00:00:29,001 --> 00:00:32,000 watched any of my training before hopefully you know right away that the 14 00:00:32,001 --> 00:00:37,000 first order of business is taking time to observe reality and for human skin 15 00:00:37,001 --> 00:00:42,000 this is especially necessary because everyone sees human skin every day and 16 00:00:42,001 --> 00:00:46,000 subconsciously knows precisely how it's supposed to look. That's why it's so 17 00:00:46,001 --> 00:00:48,094 hard for CG artists to get right because 18 00:00:48,106 --> 00:00:50,000 if it's the slightest bit off we all 19 00:00:50,050 --> 00:00:52,323 can tell and the illusion is broken. 20 00:00:52,335 --> 00:00:55,000 However understanding why human skin looks 21 00:00:55,001 --> 00:00:59,000 the way it does is another story knowledge that isn't so common. So please 22 00:00:59,001 --> 00:01:03,000 study as many reference photographs as you can if you want to create a 23 00:01:03,001 --> 00:01:05,330 believable skin material. But since I 24 00:01:05,342 --> 00:01:08,000 have gone over skin observations before in 25 00:01:08,200 --> 00:01:10,526 the pancake hobo course I'm only going 26 00:01:10,538 --> 00:01:13,000 to hit the basics here but if you want a 27 00:01:13,001 --> 00:01:15,989 more detailed explanation please go see 28 00:01:16,001 --> 00:01:19,000 the skin lesson in that course. Okay so 29 00:01:19,025 --> 00:01:24,000 the buzzword when it comes to skin shading is subsurface scattering and. 30 00:01:24,350 --> 00:01:29,000 this is basically a fancy term for translucency. If we take a look at this 31 00:01:29,001 --> 00:01:32,105 reference photograph it's a very typical 32 00:01:32,117 --> 00:01:35,000 studio lighting setup with very harsh 33 00:01:35,225 --> 00:01:37,538 back and rim lights which are pushing 34 00:01:37,550 --> 00:01:40,000 a lot of light through the ear here and 35 00:01:40,001 --> 00:01:44,000 this is typically when it comes to subsurface scattering and human skin 36 00:01:44,001 --> 00:01:45,936 most people look straight at the ears 37 00:01:45,948 --> 00:01:48,000 because that's where the effect is most 38 00:01:48,001 --> 00:01:50,160 noticeable and you can get a very 39 00:01:50,172 --> 00:01:53,000 bright orangish red glow. And this color is 40 00:01:53,150 --> 00:01:55,778 what bleeds through the shadows and softens 41 00:01:55,790 --> 00:01:58,000 the shadows. Notice here at the nose 42 00:01:58,001 --> 00:02:04,000 if we zoom way in and then if I just right click and hover over the edge of 43 00:02:04,001 --> 00:02:06,989 our shadow notice just how red the color 44 00:02:07,001 --> 00:02:10,000 is. That's actually happening on all the 45 00:02:10,001 --> 00:02:12,261 shadows across the skin and this is 46 00:02:12,273 --> 00:02:15,000 the key thing that I want you to take away 47 00:02:15,001 --> 00:02:16,937 from this observation and that we will 48 00:02:16,949 --> 00:02:19,000 need to recreate. As we pull back out in 49 00:02:19,001 --> 00:02:21,989 general the effects of subsurface causes 50 00:02:22,001 --> 00:02:25,000 a softening of the shadows and therefore 51 00:02:25,200 --> 00:02:27,588 softening of the skin detail and as far 52 00:02:27,600 --> 00:02:30,000 as the orangish red color that's coming 53 00:02:30,001 --> 00:02:36,000 from different layers underneath the surface of the skin like blood like 54 00:02:36,001 --> 00:02:40,000 muscle and fatty tissue that combine to give us that color as the light 55 00:02:40,001 --> 00:02:42,839 scatters through it. And with all that 56 00:02:42,851 --> 00:02:46,000 in mind let's jump into blender and take a 57 00:02:46,001 --> 00:02:48,617 look at the assets we have to start with. 58 00:02:48,629 --> 00:02:51,000 So this comes from a personal project 59 00:02:51,001 --> 00:02:55,204 that I did a couple years ago. It's a 60 00:02:55,216 --> 00:03:00,000 slightly stylized elderly man head and the 61 00:03:00,001 --> 00:03:02,989 reason I want to use this is number one 62 00:03:03,001 --> 00:03:06,000 there is a ton of detail built into the 63 00:03:06,001 --> 00:03:12,000 geometry through a multi-resolution modifier up to level five. If we jump up 64 00:03:12,150 --> 00:03:17,000 to that level you'll see all the skin and poor detail that I've included in 65 00:03:17,150 --> 00:03:23,000 the actual geometry. You can see how heavy it is considering the viewport 66 00:03:23,001 --> 00:03:24,001 sluggishness. 67 00:03:24,650 --> 00:03:29,000 now and it's important that this is included in the geometry meaning that 68 00:03:29,001 --> 00:03:31,912 it's breaking the silhouette. It's not 69 00:03:31,924 --> 00:03:35,000 only included in a bump map or some kind 70 00:03:35,150 --> 00:03:37,063 of cheat but it's actually affecting the 71 00:03:37,075 --> 00:03:39,000 shape of the geometry. This will help to 72 00:03:39,001 --> 00:03:44,000 ensure a more believable subsurface scattering effect. So let's pump that 73 00:03:44,050 --> 00:03:51,000 back down to let's say level two and along with this very detailed piece of 74 00:03:51,001 --> 00:03:57,000 geometry I also have all the texture maps that I painted specifically for 75 00:03:57,001 --> 00:04:01,088 human skin. Things like epidermal texture 76 00:04:01,100 --> 00:04:05,000 map and subdermal texture map bump maps 77 00:04:05,001 --> 00:04:07,357 subsurface scale map, specular maps, 78 00:04:07,369 --> 00:04:10,000 all the textures that I would need for a 79 00:04:10,001 --> 00:04:14,000 realistic skin shader I've already created. It just needs to be plugged into 80 00:04:14,001 --> 00:04:19,000 a shader appropriately. So before we actually create the shaders let's go 81 00:04:19,001 --> 00:04:21,875 through the render setups that I have. 82 00:04:21,887 --> 00:04:25,000 I'm just going to split my user interface 83 00:04:25,001 --> 00:04:30,000 over here to give me a very small render viewport and I should have a 84 00:04:30,050 --> 00:04:36,000 camera let's hit zero. There we go. Making sure that I'm in the Cycles 85 00:04:36,001 --> 00:04:41,000 render engine I'll go ahead and enable viewport rendering or shift Z in that 86 00:04:41,150 --> 00:04:46,000 viewport and we have a black silhouette because I have no lights 87 00:04:46,001 --> 00:04:52,000 visible. So let's jump over to my layer management add-on and enable layer 88 00:04:52,200 --> 00:04:58,000 Ren A which is my first lighting scenario. Pretty standard stuff with a. 89 00:04:58,300 --> 00:05:02,954 strong key light, a back/rim light and 90 00:05:02,966 --> 00:05:08,000 then a large card which acts as a sort of 91 00:05:08,225 --> 00:05:13,000 global rim light that will show up particularly well with reflections and. 92 00:05:13,500 --> 00:05:20,000 then let's go to the next one Ren B. This is actually very similar except I 93 00:05:20,200 --> 00:05:25,088 would change the world value. So let me 94 00:05:25,100 --> 00:05:30,000 go choose an environment map. I will of 95 00:05:30,001 --> 00:05:32,794 course include some environment maps 96 00:05:32,806 --> 00:05:36,000 in the source files and okay so if I bump 97 00:05:36,001 --> 00:05:38,424 this up to let's say 0.5 now we have a 98 00:05:38,436 --> 00:05:41,000 lot of environment lighting contributing 99 00:05:41,001 --> 00:05:43,794 to our shadows, lightening them up a 100 00:05:43,806 --> 00:05:47,000 whole lot and then finally we have render 101 00:05:47,001 --> 00:05:50,489 scenario C which if I let's see turn off 102 00:05:50,501 --> 00:05:54,000 my environment light again this setup is 103 00:05:54,001 --> 00:05:59,000 useful for looking at how backscattering works through the ears and if my 104 00:05:59,001 --> 00:06:01,261 subsurface values are good. So yeah 105 00:06:01,273 --> 00:06:04,000 the reason I show you these is in order to 106 00:06:04,200 --> 00:06:07,501 get the best skin material you'll want 107 00:06:07,513 --> 00:06:11,000 to look at the shading through different 108 00:06:11,001 --> 00:06:12,883 light setups and if it looks good in 109 00:06:12,895 --> 00:06:15,000 all the lighting situations then you can 110 00:06:15,001 --> 00:06:17,594 have confidence in your material. 111 00:06:17,606 --> 00:06:21,000 So I think I'll start with scenario A just. 112 00:06:21,350 --> 00:06:26,000 because it's a little bit more neutral and standard and let's get started 113 00:06:26,001 --> 00:06:32,000 building materials. I'll switch my 3D viewport to the node editor with the 114 00:06:32,001 --> 00:06:37,000 in key and right now I have one of my cards selected but if I select my 115 00:06:37,150 --> 00:06:43,000 head geometry over here we have no material associated so let's create one 116 00:06:43,001 --> 00:06:50,000 and I'm going to call this skin_simple because I'm going to walk you 117 00:06:50,001 --> 00:06:51,963 through a couple different skin shading 118 00:06:51,975 --> 00:06:54,000 setups obviously I named this one simple 119 00:06:54,001 --> 00:06:59,000 so the first one is going to be a fairly bare bones approach just using the 120 00:06:59,001 --> 00:07:01,951 subsurface scattering node and textures 121 00:07:01,963 --> 00:07:05,000 associated with the model and then after 122 00:07:05,001 --> 00:07:08,000 that I'll show you a more complex approach to subsurface scattering 123 00:07:08,001 --> 00:07:11,254 specifically for skin with matte Heimlich's 124 00:07:11,266 --> 00:07:14,000 port of the Arnold skin shader which 125 00:07:14,250 --> 00:07:19,000 has all the bells and whistles of three layer skin shading that you may be 126 00:07:19,050 --> 00:07:21,856 familiar with if you come from V-ray 127 00:07:21,868 --> 00:07:25,000 mental ray or obviously Arnold but being 128 00:07:25,001 --> 00:07:30,000 more complex means that it actually renders about half the speed as the 129 00:07:30,001 --> 00:07:32,391 simple setup and you can actually get 130 00:07:32,403 --> 00:07:35,000 a very believable result with the simple 131 00:07:35,001 --> 00:07:37,326 setup but still I think it's good to 132 00:07:37,338 --> 00:07:40,000 know both ways so now let's introduce our 133 00:07:40,001 --> 00:07:42,872 subsurface scattering node with shift 134 00:07:42,884 --> 00:07:46,000 A shader subsurface scattering and we'll 135 00:07:46,001 --> 00:07:49,444 remove our diffuse BSDF and plug in the 136 00:07:49,456 --> 00:07:53,000 BSSRDF output into the surface input and 137 00:07:53,001 --> 00:07:58,000 immediately we can see in our viewport that way too much light is now 138 00:07:58,001 --> 00:08:00,456 penetrating the surface and scattering 139 00:08:00,468 --> 00:08:03,000 around it's glowing way too much so the 140 00:08:03,001 --> 00:08:05,334 first setting I usually tweak is going 141 00:08:05,346 --> 00:08:08,000 to be this scale value right here where the 142 00:08:08,001 --> 00:08:09,862 higher the value the easier it is for 143 00:08:09,874 --> 00:08:12,000 light to penetrate and the further through 144 00:08:12,001 --> 00:08:14,456 the surface it can penetrate the lower 145 00:08:14,468 --> 00:08:17,000 the value the harder it is for light to 146 00:08:17,200 --> 00:08:19,558 pass through the surface and it doesn't 147 00:08:19,570 --> 00:08:22,000 go quite as deep so let's bump this down 148 00:08:22,450 --> 00:08:28,000 to point one and you'll see that less light is able to make it all the way 149 00:08:28,001 --> 00:08:32,000 through the object and our shadows appear and if we go down a little bit 150 00:08:32,001 --> 00:08:34,423 more let's go to point oh five cut it 151 00:08:34,435 --> 00:08:37,000 in half our shadows get even darker and 152 00:08:37,001 --> 00:08:38,778 more of our model starts to appear 153 00:08:38,790 --> 00:08:41,000 while we still have a lot of light shining 154 00:08:41,001 --> 00:08:46,000 through especially in the ears because they're the thinnest part of our head 155 00:08:46,150 --> 00:08:48,917 mesh but that's still a little bit too 156 00:08:48,929 --> 00:08:52,000 high about a point oh three I think that's 157 00:08:52,100 --> 00:08:58,000 going to be a good value based on my exploration of this shader and now with 158 00:08:58,001 --> 00:09:01,001 that dialed in it'll be a lot easier to go over these settings which I will 159 00:09:01,050 --> 00:09:07,000 quickly run through first we have the fall off algorithm that we can select 160 00:09:07,200 --> 00:09:11,000 where I kind of look at these in reverse order from bottom to top where 161 00:09:11,001 --> 00:09:13,456 compatible is the old algorithm that's 162 00:09:13,468 --> 00:09:16,000 about to be phased out and removed from 163 00:09:16,001 --> 00:09:19,000 trunk so we don't need to worry about that at all and we're going to be left 164 00:09:19,001 --> 00:09:22,079 with cubic and Gaussian cubic is a 165 00:09:22,091 --> 00:09:26,000 sharper fall off based on the documentation 166 00:09:26,100 --> 00:09:31,000 and it actually renders a little bit faster but then Gaussian is slightly 167 00:09:31,001 --> 00:09:33,553 more complex of an algorithm so it takes 168 00:09:33,565 --> 00:09:36,000 a little bit longer to render but it's 169 00:09:36,001 --> 00:09:40,000 perhaps a little bit more physically accurate though when I compare the two 170 00:09:40,001 --> 00:09:44,000 I really don't see any noticeable difference aside from a slight render 171 00:09:44,001 --> 00:09:48,000 time savings with cubic I'm going to select that it is the default or it 172 00:09:48,001 --> 00:09:52,000 should be and below that we have color and this is the general color of our 173 00:09:52,001 --> 00:09:55,309 object so if we let's see switch that 174 00:09:55,321 --> 00:09:59,000 to let's see zoom out here switch that to 175 00:09:59,150 --> 00:10:04,000 green you know it looks like a green object that scatters which is probably 176 00:10:04,001 --> 00:10:07,000 pretty obvious to you of course that's what that does but with subsurface 177 00:10:07,001 --> 00:10:11,000 scattering if we jump down we've already addressed the scale option here 178 00:10:11,001 --> 00:10:13,835 below that we have radius and this is 179 00:10:13,847 --> 00:10:17,000 where we control what color the scattered 180 00:10:17,001 --> 00:10:18,911 light becomes so if you remember that 181 00:10:18,923 --> 00:10:21,000 reference image we just looked at in the 182 00:10:21,100 --> 00:10:23,923 shadowed areas on the edges I pointed 183 00:10:23,935 --> 00:10:27,000 out how red the shadows were and this is 184 00:10:27,001 --> 00:10:29,261 the scattered color glowing through 185 00:10:29,273 --> 00:10:32,000 the shadows and with skin it happens to be 186 00:10:32,001 --> 00:10:37,000 red so if we open up those options we have three values with really no 187 00:10:37,001 --> 00:10:39,326 description but the first one is the 188 00:10:39,338 --> 00:10:42,000 red value the second one is a green value 189 00:10:42,001 --> 00:10:44,912 and the third is the blue value so RGB 190 00:10:44,924 --> 00:10:48,000 which gives us an overall color so again 191 00:10:48,001 --> 00:10:50,426 with skin we're looking for a red color 192 00:10:50,438 --> 00:10:53,000 so let's leave the first value at one and 193 00:10:53,200 --> 00:10:55,375 then start to decrease the green and 194 00:10:55,387 --> 00:10:58,000 blue which should leave us with more red so 195 00:10:58,001 --> 00:11:00,232 let's bump these down to half point 196 00:11:00,244 --> 00:11:03,000 five and point five and you'll start to see 197 00:11:03,001 --> 00:11:08,000 that we get an overall green color of our object but the light that passes 198 00:11:08,001 --> 00:11:14,000 through causes it to glow red and I think I want it to be a little bit more. 199 00:11:14,350 --> 00:11:20,000 orange let's remove the green color to saturation all the way down to zero 200 00:11:20,250 --> 00:11:25,000 okay yeah so I don't have any green interfering and it's clearly a very red. 201 00:11:25,350 --> 00:11:27,575 color so in the radius let's bump down 202 00:11:27,587 --> 00:11:30,000 my blue value so now we have a little bit 203 00:11:30,001 --> 00:11:32,457 more green in the mix which should take 204 00:11:32,469 --> 00:11:35,000 it closer to orange or if I bump that up 205 00:11:35,001 --> 00:11:37,489 to point six yeah we're starting to get 206 00:11:37,501 --> 00:11:40,000 a little bit closer to orange is yellow 207 00:11:40,200 --> 00:11:45,000 but still mainly red all right I think that's good for the radius that is a 208 00:11:45,001 --> 00:11:47,551 very important setting I would say radius 209 00:11:47,563 --> 00:11:50,000 and scale are the most important but we 210 00:11:50,001 --> 00:11:53,067 have a couple more options below radius 211 00:11:53,079 --> 00:11:56,000 we have sharpness now what I can tell 212 00:11:56,001 --> 00:12:02,000 sharpness does is kind of the same thing as decreasing scale but just to 213 00:12:02,001 --> 00:12:04,989 support my theory on what it does let's 214 00:12:05,001 --> 00:12:08,000 go ahead and do a couple renders number 215 00:12:08,001 --> 00:12:15,000 one we will render this with sharpness turned off then let's switch to let's 216 00:12:15,001 --> 00:12:22,000 go to slot seven and go back to the node editor by hitting escape and let's 217 00:12:22,001 --> 00:12:24,394 change our sharpness all the way up to 218 00:12:24,406 --> 00:12:27,000 a value of one and render that again and. 219 00:12:27,700 --> 00:12:32,279 now if we switch between slot eight and 220 00:12:32,291 --> 00:12:37,000 seven you can see in slot eight that the 221 00:12:37,001 --> 00:12:41,000 details especially in the forehead around the eyes and well generally the 222 00:12:41,001 --> 00:12:43,950 front of the face it gets a little bit 223 00:12:43,962 --> 00:12:47,000 blurrier but then at seven they sharpen 224 00:12:47,001 --> 00:12:49,520 up a bit but also there seems to be more 225 00:12:49,532 --> 00:12:52,000 light passing through the ears the glow 226 00:12:52,001 --> 00:12:54,424 gets a little bit brighter so changing 227 00:12:54,436 --> 00:12:57,000 the sharpness setting is not exactly the 228 00:12:57,001 --> 00:13:02,000 same as simply dialing down the scale but it's some sort of in between that 229 00:13:02,001 --> 00:13:08,000 tries to sharpen the details of the geometry while still maintaining that 230 00:13:08,001 --> 00:13:10,839 scatter amount and jumping back to the 231 00:13:10,851 --> 00:13:14,000 node editor I usually leave sharpness off. 232 00:13:14,750 --> 00:13:17,363 because I kind of think it detracts from 233 00:13:17,375 --> 00:13:20,000 the believability a little bit but below 234 00:13:20,001 --> 00:13:22,617 that we have texture blur and this really 235 00:13:22,629 --> 00:13:25,000 only is noticeable when we're using a 236 00:13:25,150 --> 00:13:27,435 texture because it does exactly what 237 00:13:27,447 --> 00:13:30,000 you would expect it blurs that image and 238 00:13:30,150 --> 00:13:36,000 the idea behind this is if you read the docs it states how for example if we 239 00:13:36,225 --> 00:13:39,252 used a photograph to create our textures 240 00:13:39,264 --> 00:13:42,000 it's already blurred there's already 241 00:13:42,001 --> 00:13:44,398 blurring happening within the subsurface 242 00:13:44,410 --> 00:13:47,000 effect because the picture is of subsurface 243 00:13:47,001 --> 00:13:49,014 skin whereas if we hand paint a texture 244 00:13:49,026 --> 00:13:51,000 we might not necessarily build that in 245 00:13:51,001 --> 00:13:54,226 and especially if we use a procedural 246 00:13:54,238 --> 00:13:58,000 we'll want to blur based on the subsurface. 247 00:13:59,000 --> 00:14:03,000 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 249 00:14:09,001 --> 00:14:15,000 subsurface scattering node do note that if we switch to Gaussian we lose the 250 00:14:15,001 --> 00:14:17,583 sharpness option which again lends itself 251 00:14:17,595 --> 00:14:20,000 to me believing that sharpness is more 252 00:14:20,050 --> 00:14:22,318 of a cheat effect rather than being 253 00:14:22,330 --> 00:14:25,000 physically accurate but anyway other than 254 00:14:25,001 --> 00:14:30,000 that that's all for the subsurface scattering node and we're ready to plug 255 00:14:30,001 --> 00:14:35,000 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 00:14:48,050 --> 00:14:52,000 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 261 00:14:59,001 --> 00:15:01,357 color of our image into the color of 262 00:15:01,369 --> 00:15:04,000 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 266 00:15:17,001 --> 00:15:19,989 node in between the image color output 267 00:15:20,001 --> 00:15:23,000 and the subsurface scattering node and 268 00:15:23,001 --> 00:15:25,910 for the red channel I'm going to take 269 00:15:25,922 --> 00:15:29,000 the right upper corner and just drag it 270 00:15:29,001 --> 00:15:31,638 down a little bit then jump to the 271 00:15:31,650 --> 00:15:35,000 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 00:15:44,394 --> 00:15:47,000 really it for having a texture plugged 275 00:15:47,200 --> 00:15:53,000 into subsurface scattering color but we can also use textures for everything 276 00:15:53,001 --> 00:15:55,794 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 00:15:59,001 --> 00:16:01,423 D to duplicate the image texture node 279 00:16:01,435 --> 00:16:04,000 while maintaining the connection to the 280 00:16:04,001 --> 00:16:06,831 texture coordinate node and let's go 281 00:16:06,843 --> 00:16:10,000 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 00:16:36,001 --> 00:16:37,963 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. 292 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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