Some test rendering with messiah for skin shading.
I went with a multi-pass setup, so I can have more control over the final comp to get the desired result.
- The first thing I do is render just the color + SSS. The base color is light flesh color and SSS extend color is red. My SSS option is set to extend shade, which worked the best for skin in my test. Ext Amt is .5, Ext Depth is 5, Strength is .4 and inset is .001. I originally applied an AON Cel node to blend in sub-dermal vein texture, but opted out to comp it separately using screen for better control.

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Here I comp a separate specular layer using screen again, to apply oily skin look.

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I used fresnel-grad from the camera factor to get the velvety texture of skin. I used screen here again to comp.

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Now this was an experiment. I first used an ambient rendered layer, but it didn’t give me what I was looking for. I played alround with the idea of using IBL with an HDRI image. Once I got it into PS I blured the image enough to get me a IBL cheat. It worked, but in the future I will opt to blur the HDRI image map instead of bluring the final rendered result.

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The reason for what I did in 4 was to use it in an ambient occulsion setup. Here I just render with No Bounce Light GI, MC at 12 and depth at 1. I used No Bounce Light, because all I needed was the shading quality of GI and nothing else, it also renders fast.
Once I brought it into PS I lowered the saturation and multiplied the layer.

Cheers,







