PDA

View Full Version : A more advanced Simple Skin setup.


INFINITE
01-28-2010, 02:55 PM
http://www.ir-ltd.net/uploads/setup-02.jpg

(I posted this over at the Newtek forums but thought it might be useful here as well. I'm crap at explaining things and my grammar sucks but bare with me) Original - http://www.newtek.com/forums/showthread.php?t=105896

I'm not sure if this has been posted before or even talked about. I just wanted to share my findings with Simple Skin, from using for over 3 years I have to say it is one of the most amazing Shaders on the market (this is also possible with Fast Skin)

Simple Skin is very powerful indeed, it closely matches Mental Rays more advanced skin shader if used correctly. I came across a neat trick a few days ago with using a Thickness Gradient in a Node Scalar plugged into a multiplier Node (set to 0.001+) hooked into the Distance setting of Simpleskin. This allows for a more accurate calculation of skin depth and how far light should be absorbed into the Skin, more intelligently than relying on 2D image maps (based on real world dimensions)

Without it you can of course control the depth amount of Epidermis and Subdermis light absorption but it is just an overall figure. Many times I have personally had issues with ears on characters when just using an overall figure, you get clipping and bad dark areas, as the shader can't tell by itself how far it should stop absorbing light in, if it is close to the back surface of the skin, like the thin flap of an ear.

Normally about 2mm for Epi and about 5mm for Sub is a good base setting.

http://www.ir-ltd.net/uploads/ss-01.jpg

To overcome this you can use various image maps on their own or using the scalar node to input them but this isn't really a volumetric type calculated way of doing things. Using a thickness gradient 0-100% based on incremental distances 0mm - 5mm+ you can define how much light should be absorbed at those distances.

You can also plug one of these thickness gradients into the color slots of the Sub or EPi Colour channels! a great way to find out what is going on with your skin, depth wise and also gives a cool way to colour at different depth ranges.

http://www.ir-ltd.net/uploads/test-thickness-sml.jpg (http://www.ir-ltd.net/uploads/test-thickness.jpg) (the artifacts in these FPRIME renders are from displacement issues)

You can also slip in an image map in the Scalar layer above the Gradient map to insert in some depth veins!

Over all, inserting in a thickness node helps you over come any clipping issues or over sampling SSS depth in areas you don't want and just generally much more automated control over what's going on - giving you more freedom to create.

http://www.ir-ltd.net/uploads/shad-test-01.jpg

I hope this helps someone. Anyone have any more cool tips on this matter?

ranhell
01-28-2010, 03:10 PM
Nice work with simple skin..

Castius
01-28-2010, 04:16 PM
Really nice work!!! And thanks for sharing

calilifestyle
01-28-2010, 04:54 PM
This is really great looking render. thanks for the tip

artificiallightmovement
01-29-2010, 05:31 AM
Wow. You sure have spent some time using it. Thanks for the tip!

bearfoot
01-29-2010, 09:16 AM
many thanks lee

always helpful you are to this community ( adopts yoda voice)

SearchingSoul
01-29-2010, 11:52 AM
I really like it that you share your knowledge with us!
Keep up the great work!

erikals
01-29-2010, 02:46 PM
i think you are Very close here...

the only thing i would add would be color adjustment in post.
in dark scenes the skin tends to be less saturated and have a more hint of cyan/green because of the colors on the film.

i've found the balance of the colors throughout the bright to dark scale is the most difficult to get right.

Great work!... you are on the path to photorealism :) cool!

http://erikalstad.com/cgtemp/INFINITE-post.gif

INFINITE
01-29-2010, 03:14 PM
hey guys I recommend you keep an eye on the Newtek thread as there are some bugs with this setup that I need to iron out. So it's still WIP

ranhell (http://forums.cgsociety.org/member.php?u=131589): Thanks :D

Castius (http://forums.cgsociety.org/member.php?u=10914): Thank you I hope the idea behind it helps.

calilifestyle (http://forums.cgsociety.org/member.php?u=146538): Cheers

artificiallightmovement (http://forums.cgsociety.org/member.php?u=261476): No problem.

bearfoot (http://forums.cgsociety.org/member.php?u=27827): Thank you! You got the voice down! :applause:

SearchingSoul (http://forums.cgsociety.org/member.php?u=167387): Thannks, no problem

erikals (http://forums.cgsociety.org/member.php?u=2557): Thanks for the tips, although I think that's more a matter of preference. The shader and setup is pretty accurate and you can achieve almost any look you want depending on the environment, skin type and lights. The shader is very versatile, easy to tweak and rendering to .exr format makes it much easier for any post effects if you need to match a certain film type. Glad to know I'm on the path.. :D

sllink
02-03-2010, 08:08 PM
Great work!!

If I may ask what type of light setup are you using?

INFINITE
02-04-2010, 02:53 PM
Great work!!

If I may ask what type of light setup are you using?

Sure sllink, 2 area lights with Illiminous polygons attached, set to inverse fall off, about 1-2 meters. GI set to 4, using FPRIME. I hope that helps.

ranhell
02-19-2010, 01:23 AM
I was able to get my skin color to work thanks to you for some reason i cant get the greasy pores
to shine....

my sample

softdistortion
02-21-2010, 11:19 AM
I assume Erikal's comment "being on the path to photorealism" lost itself in translation. :hmm:

As always, stunning photorealism in your work INFINITE. :buttrock:

CGTalk Moderation
02-21-2010, 11:19 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.