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

Lambert Intensity

A multiplier for the diffuse contribution to the material.

Skin Color

This is the base skin color for the material.

Opacity

The opacity color for this material.

Use Point Alpha

If set, the Alpha attributes will be multiplied into the final Opacity. If no Alpha Attribute exists, Opacity is unaffected.

Crackle

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.

Crack Frequency

The frequency of the crackle pattern. Higher value result in a finer grain. This value is doubled for the secondary cell noise.

Crack Width

The width of the crackle lines. Default is 0.1.

Crack Softness

The softness of the crackle lines. Default is 0.2.

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

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.

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.

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.

  • Repeat means the texture will repeat (tile).

  • Streak means the texture color at the edges is clamped and streaks outside the map.

  • Decal sets the color outside the texture map to the Border Color.

Hue Shift Filter

Type of anti-aliasing filter used. See texture for more information.

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.

Hue Shift Border

The color used outside the map if Decal Wrap is selected. See texture for more information.

Subsurface

Use Subsurface

If this box is not checked, the subsurface scattering contribution is ignored. Defaults to on.

Subsurface Intensity

This controls the amount of the subsurface scattering color is blended with the diffuse color.

Subsurface Color

This color is used to tint the color returned from the subsurface scattering calculation. Defaults to a deep red.

Subsurface Map

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.

Subsurface Map

This the name of the texture file. The icon to the right opens a file browser.

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.

  • Repeat means the texture will repeat (tile).

  • Streak means the texture color at the edges is clamped and streaks outside the map.

  • Decal sets the color outside the texture map to the Border Color.

SSS Map Filter

Type of anti-aliasing filter used. See texture for more information.

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.

SSS Map Border

The color used outside the map if Decal Wrap is selected. See texture for more information.

SSS Point Cloud

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.

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.

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.

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.

Bounce Attenuation

This value controls the rate at which the subsurface scattering contribution falloffs along the Scattering Distance, above.

Specular

Specular Intensity

A multiplier for the specular contribution to the material.

Specular Color

The specular highlight color, defaults to a very pale pink.

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.

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.

Sharpness

This value controls the sharpness of the edge of the specular highlight. It is used only if Glossy specular is selected.

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

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.

Specular Map

This the name of the texture file. The icon to the right opens a file browser.

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.

  • Repeat means the texture will repeat (tile).

  • Streak means the texture color at the edges is clamped and streaks outside the map.

  • Decal sets the color outside the texture map to the Border Color.

Spec Map Filter

Type of anti-aliasing filter used. See texture for more information.

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.

Spec Map Border

The color used outside the map if Decal Wrap is selected. See texture for more information.

Sheen

Sheen Intensity

A multiplier for the sheen contribution to the material.

Sheen Color

The sheen highlight color, defaults to a soft pink.

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.

Roughness

This value controls the size or spread of the sheen highlight.