This operator generates anti-aliased skin with optional blemish.
If the Position (
P), Normal (
N) and texture coordinate (
t) inputs are
not connected, the global variables by the same names will be used
instead. Typically, you will use Rest Position or UV Space Change as
P, and Shading Layer Parameter as the input for
t. You will not touch
N unless you want to apply additional
displacement to the skin surface using an operator such as Bump Noise.
If you need to access the global variables directly, they are available
from the Global Variables operator.