Skin
material
This is a simple inexpensive skin material for use on non-hero models.
See also: Lambert Diffuse, Crackle, Cellular Noise, Hue Shift 5 more , Texture, Simple Subsurface Scattering, Specular Functions, Sheen Specular, Materials
This skin material adds a subsurface scattering color to the diffuse color. The base color has a hue shift function and a crackle pattern to add details to the surface. A sheen specular calculation is added to the standard specular choices. There is no displacement currently used in this material, but the crackle pattern could be used in a displacement shader and the result of the displacement imported into the surface shader, if desired.
Parameters
Surface
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Lambert Intensity |
A multiplier for the diffuse contribution to the material. |
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Skin Color |
This is the base skin color for the material. |
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Opacity |
The opacity color for this material. |
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Use Point Alpha |
If set, the Alpha attributes will be multiplied into the final Opacity. If no Alpha Attribute exists, Opacity is unaffected. |
Crackle
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Crackle Color |
This is the crackle pattern color which is blended with skin color. This is used as a substitute for a displacement shader. The result of the displacement shader could be imported into the surface for the blend, if desired. |
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Crack Frequency |
The frequency of the crackle pattern. Higher value result in a finer grain. This value is doubled for the secondary cell noise. |
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Crack Width |
The width of the crackle lines. Default is 0.1. |
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Crack Softness |
The softness of the crackle lines. Default is 0.2. |
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Secondary Contribution |
This controls the contribution of the secondary cracks. When this value is one the secondary cracks are as prevalent as the main cracks. At zero the secondary cracks are not visible. Default is 0.2. |
Hue Shift
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Hue Shift Amplitude |
This value controls the amount along the color wheel to shift the input color. It should be a float between -0.5 and 0.5. Zero is no change. |
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Hue Shift Map |
This map controls the distance and direction along the color wheel to shift the base color. 50% gray is no change. Black shifts the color to the left the total value of the Amplitude, while white shifts the color to the left the total value of the Amplitude. |
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Hue Shift Map Wrap |
Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. See texture for more information.
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Hue Shift Filter |
Type of anti-aliasing filter used. See texture for more information. |
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Hue Shift Filter Width |
Filter Width is the number of pixels, in both u and v directions, to use in filtering. See texture for more information. |
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Hue Shift Border |
The color used outside the map if Decal Wrap is selected. See texture for more information. |
Subsurface Scattering
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Subsurface Intensity |
A multiplier for the subsurface scattering contribution to the material. This is independent of the subsurface scattering calculation. |
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Subsurface Color |
This color is used to tint the color returned from the subsurface scatter calculation. Defaults to a deep red. A texture map could be used for this color. |
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SSS Index of Refraction |
This is the amount the incident ray, I, bends as it pass through the surface. Values greater than the default, 0.5, "push" the subsurface scatter more towards the edges. However lower values may "wrap" the contribution too far around the front of the surface. The Subsurface Intensity should be adjusted in conjunction with the Index of Refraction. It is supposed to be subtle. |
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Depth |
This value is used specify how far the incident ray, I, travels after it hits the surface, before it “bounces”. This values should be related to the thickness of the surface being shaded. |
Specular
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Specular Intensity |
A multiplier for the specular contribution to the material. |
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Specular Color |
The specular highlight color, defaults to a very pale pink. |
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U Roughness |
This value controls the size or spread of the specular highlight. If Anisotropic is selected, this value controls the specular highlight in only the U direction. |
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V Roughness |
If Anisotropic is selected, this value controls the specular highlight in only the V direction It is ignored with any other specular function. |
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Sharpness |
This value controls the sharpness of the edge of the specular highlight. It is used only if Glossy specular is selected. |
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Specular Type |
A selector for the specular function. Anisotropic is used to get an elliptical highlight. Glossy is typically used for highly reflective materials to get a sharp edges highlight. |
Sheen
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Sheen Intensity |
A multiplier for the sheen contribution to the material. |
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Sheen Color |
The sheen highlight color, defaults to a soft pink. |
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Index of Refraction |
This value controls how much the sheen adds to the surface. Higher values "push" the sheen more towards the edges. Often it is easier to start with a value of 0.2 and an Intensity of 2 or 3, so the sheen contribution is easier to place and then return to the defaults. It is supposed to be subtle. |
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Roughness |
This value controls the size or spread of the sheen highlight. |