BlenderArt Magazine Issue 16 Wow Factor (Physical Simulation, Particles etc.)

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3D WORKSHOP:

Skin Shading using multi-layered SSS

Or in the node editor, when you have added your materials, you can turn off the “Diff” button. The most important is that these shaders only provide speculars. The Cook-Torrance specular shader is activated. Since we want the skin speculars to be soft and large, set the "Spec" value to 0.1, and the "Hard" value to 10. After having put the specular color to a slightly blueish tint, you can go on and create another material, which will be called “Sweat_hard_speculars” or something similar. The only difference is that the "Spec" slider is set to 0.3, and the "Hard" value to 30.

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diffuse part of the shader. Set its factor to 1.0. The image above shows the nodal tree concerning the specular part of the shader, and the screenshot below shows the completed nodal network.

by Victor Malherbe

Our shader is now ready to use. Of course, there are lots of Step Eight: Mixing the Specu- aspects that could, and should be improved in order to lar Terms with the Diffusion achieve photo-realism. If you are not yet growing bored, perhaps you would like to go on reading. Part Three awaits you! –- Final Nodal Tree

www.blenderart.org

Both layers of speculars are now done. Select your “Combined_shaders” material, and open the node editor once again. Start by adding your specular materials in the node setup. Mix both specular shaders with another “Screen” operator (as usual, [Space]>>Add>>Color>>Mix and turn the mix method to "Screen"). Set the Screen factor (“Fac”) to 1.0. After this screen operator, you can insert another “RGB Curves” controller, as I did, since it enables faster control for the brightness of the speculars. To finish, add the last "Screen" operator, which will screen the speculars on top of the

Issue 16 | May 2008 - Wow Factor


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