You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 13 Next »

The 3Delight skin material is a simple to use material to render skin-like surfaces.

The model is available here. The textures are available here.

3Delight Skin material User Interface

Epidermis (Skin Color) 
ColorThis is the base surface color. Usually this is a texture map that models the different color variaton on skin
Roughness

This controls how diffuse is the material. A value closer to one simulate dry skin materials. A value of 0 simulate wax materials. On a more technical note, this paramter controls the roughness of the Oren-Nayer diffuse model.

Roughness 0.0Roughness 0.3Roughness 0.579
Dermis (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.

Color 0.2 0.2 0.9Color 0.9 0.3 0.2Color 0.2 0.9 0.3
Strength

Acts as a multiplier on the subsurface effect.

Strength 0.05Strength 0.2Strength 0.5
GroupThis allows many objects, with different materials, share the same "subsurface simulation". For example, two intersecting objects with different material properties but with the same group name will have correct subsurface intersecting along the intersecting lines.
Sheen Layer (Reflection) 
ColorThe color of the specular highlight on the skin. This is usually close to white.
RoughnessSets 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
SamplesSpecifies the amount of samples to use when sampling reflections due to the specular component.
Reflects GeometrySpecifies whether geometries are visible in reflections. Disabling this will make the shader run faster because no rays are traced
Reflects EnvironmentSpecifies whether environment is reflected or not.

Reflects Lights

 

Specifies whether point lights are are visible as specular highlights or not.
Bump 
Bump MappingSpecifies a "plug" that is meant for bump mapping. If you have use a displacement shader for the model, this is usually not needed.
  • No labels