The 3Delight skin material is a simple to use material to render skin-like surfaces.
Diffuse | |
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Skin Color | This is the base surface color. Usually this is a texture map that models the different color variaton on skin |
Diffuse Strength | Acts as a multiplier on the diffuse effect strength. |
Samples | This is the amount of samples that will be used to sample indiret lighting, such as lighting coming from the enviroment or from other emitting surfaces |
Specular | |
Specular Color | The color of the specular highlight on the skin. This is usually close to white. |
Specular Strenght | Acts as a multiplier on the specular effect. |
Specular Roughness | Sets the roughness of the specular highlight for the skin. Areas that have more "sheen" should have a low roughness. Higher roughness should be used to model areas that are |
Reflection Samples | Specifies the amount of samples to use when sampling reflections due to the specular component. |
Reflects Geometry | Specifies whether geometries are visible in reflections. Disabling this will make the shader run faster because no rays are traced |
Reflects Environment | Specifies whether environment is reflected or not. |
Reflects Lights
| Specifies whether point lights are are visible as specular highlights or not. |
Subsurface | |
Subsurface Color | The is the color which models the light that goes into the skin. The standard value is a good default value for white skin. In more technical terms, this colors gives the "mean free path" for each R, G, B component. |
Subsurface Strength | Acts as a multiplier on the subsurface effect. |
Scale | Specifies the general scale of the model. Smaller numbers (corresponding to smaller mean free path for light) will make the subsurface effect less visible. Larger numbers will make the surface more "translucent". |
Bump | |
Value | Specifies a "plug" that is meant for bump mapping. If you have use a displacement shader for the model, this is usually not needed. |