Skin with Point Cloud
material
This is a skin material with a superior subsurface scattering calculation, which requires a point cloud, for use on hero models.
See also: Lambert Diffuse, Crackle, Cellular Noise, Hue Shift 6 more , Texture, Point Cloud Scatter, Multi Subsurface Scattering, Specular Functions, Sheen Specular, Materials
This skin material requires point cloud file of the object to be generated prior to rendering with this material. The subsurface scattering color is added to the diffuse color. The base color has a hue shift function and a crackle pattern to add color details to the surface. A sheen specular calculation is added to the standard specular choices. There is no displacement shader currently used in this material because there is no way for the point cloud to access the displacement of the surface. Any displacement must currently be done in *SOP*s, so the point cloud generator for subsurface scattering will be accurate.
Parameters
Diffuse
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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
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Use Subsurface |
If this box is not checked, the subsurface scattering contribution is ignored. Defaults to on. |
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Subsurface Intensity |
This controls the amount of the subsurface scattering color is blended with the diffuse color. |
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Subsurface Color |
This color is used to tint the color returned from the subsurface scattering calculation. Defaults to a deep red. |
Subsurface Map
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Use Subsurface Map |
If this box is checked, the Subsurface Color color is multiplied by the color of the texture in Subsurface Map. Defaults to off. |
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Subsurface Map |
This the name of the texture file. The icon to the right opens a file browser. |
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SSS 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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SSS Map Filter |
Type of anti-aliasing filter used. See texture for more information. |
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SSS Map 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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SSS Map Border |
The color used outside the map if Decal Wrap is selected. See texture for more information. |
SSS Point Cloud
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Point Cloud File |
This string should be the same as the path used in Point Cloud Scatter SOP, for the object using this material, to generate this file. |
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Point Cloud Sample |
This is the maximum number of points in Point Cloud File, above, to sample in calculating the subsurface scattering color. Fewer points will render faster, but give less pleasing results. |
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Evaluate RGB Separately |
If this toggle is on, each color channel will be evaluated separately within the Point Cloud File, below. The default is off. This is faster. |
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Scattering Distance |
This value specifies how far into the Point Cloud File, above, the ray should look for points to calculate the subsurface scattering color. This values should be related to the thickness of the surface being shaded. |
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Bounce Attenuation |
This value controls the rate at which the subsurface scattering contribution falloffs along the Scattering Distance, above. |
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. The default is the VEX specular function. |
Specular Map
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Use Specular Map |
If this box is checked, the specular color is multiplied by the color of the texture in Specular Map. Defaults to off. |
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Specular Map |
This the name of the texture file. The icon to the right opens a file browser. |
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Spec 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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Spec Map Filter |
Type of anti-aliasing filter used. See texture for more information. |
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Spec Map 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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Spec Map Border |
The color used outside the map if Decal Wrap is selected. See texture for more information. |
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. |