Use this node to construct the skin geometry from an input skin surface.
Applying a Skin Layer to your character is optional. You can achieve many muscle & tissue simulation looks with only the Tissue Layer. Adding a Skin Layer to your character lets you to create finer wrinkling and folding skin effects.
The first input on this node provides the outer skin surface polygons from which to build the skin solid’s tetrahedrons. The skin surface must be triangulated before tetrahedralization. We have provided Remesh SOP parameters on this node just in case your surface isn’t already made of triangles. For more control over how the skin surface polygons are triangulated, you can use an external Remesh SOP node instead.
You can use an Attrib Paint SOP node here to paint the attribute to vary the skin thickness and then the Attrib Remap SOP to map the painted values to the desired minimum and maximum Skin Thickness values.
In most cases, the Skin Thickness value should match the value of the Surface Inset parameter located on the Tissue Solidify SOP node upstream. However this is not a requirement. The innermost boundary of the Skin Solid Layer is constrained to the Tissue Surface Layer. You can modify the Attach parameters on the Skin Properties SOP node to affect how strong and how tight to make that constraint.
The Skin Thickness parameter specifies how deep the skin solid (tetrahedral mesh) should be.
Thickness Multiplier Attribute
Determines how many layers of tetrahedrons are packed into the overall skin thickness.
See the Remesh SOP node’s documentation.