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

Page 8

3D WORKSHOP:

Skin Shading using multi-layered SSS

8

Step Two : The Unscattered Diffuse

by Victor Malherbe

My lighting setup is quite simple: a main Lamp (Add>>Lamp>>Lamp) to illuminate the head (with soft raytraced shadows turned on) and a "Rim" lamp with a slightly blueish tint, lighting the object from behind in order Lighting setup: before to make the edges stand out. starting the shading, Now we can start the shading itself. Add a new material to we have to set up a your object (in the Materials panel, ÂŤadd newÂť), and call it quick, and yet usable, "un-scattered_diffuse". Give it a natural skin color, and set test scene. I've used a the diffuse reflection to Oren-Nayar. The Oren-Nayar diffuse head model provided shader takes into account, when rendering, hypothetical miby Maqs on the croscopic bumps on the surface, which allows it to simulate BlenderArtists.org rough surfaces such as clay, clothes, dry rocks, etc. forums, who also So it helps achieve a more natural shading. Don't forget to gave me permission put the Spec slider to 0.00, since we will take care of the to display his model speculars later. If you painted some nice textures for your in this article. model, apply them now, except for the specular textures. It is He deserves all important to understand that even though the epidermis is thanks, since he also helped me a lot in building my shader. the upper layer of the skin, we will not texture it, since the You can also use the default Monkey head mesh instead of scattering effect would blur the bumps too much. Maqs' head model ([Space] Add>>Mesh>>Monkey), or even a head imported from MakeHuman (File>>Import>>Wavefront).

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Issue 16 | May 2008 - Wow Factor


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