Procedural Skin



Here’s my attempt at recreating some procedural Skin I saw on artstation

Here is the artwork I am trying to replicate. Zooming in on the shoulder I see that it is a distance to edge voronoi influencing the roughness. they also say in the comments that the skin colors are vertex paint but the SSS, bump and roughness are procedural. They show a screenshot of their nodes but ti’s not readable.

My attempts at skin have been failing and I’m been bewildered as to why but now i think I need to get a certain pattern of roughness where before I have been using uniform roughness. A solid colors and SSS just looks like putty or wax

Your problem has nothing to do with the material, it’s all about lighting. There’s at least five lights in your example image

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Thanks. Tried to setup similar lights. It looks a bit better…

Also take a note of scale (and apply it) of your object when using cycles and SSS, it needs to be realworld.

Did you scale that head down to 20cm or so?

Hope that helps

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Thanks. This has been scaled to about 30cm cubed. SSS set to 2mm. Looking kinda plastic-y to me

2mm is not much for skin. Light can pass through human ears and they are thicker than that.

Apart from that, I’m thinking the scale of your detail seems much finer than in the reference.

Are you using viewport denoising? If you are, I would first make sure you aren’t using the optix denoiser, not even in the viewport, because it’s really harsh on fine details. It offers a quick preview of the lighting, but I wouldn’t use any denoising when making a grainy texture. If I need to see the end result fast, I would use a render region to render only a small part of the model.

For a final render, use OIDN and set its pre-filter to “none” for the sharpest result. It preserves more detail than “accurate”, at the cost of possibly keeping a small amount of noise in reflections.

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SSS 4mm, voronoi at 250, OIDN no prefilter.

Denoiser so much faster than default. Was wondering why it was slow turns out it was using CPU

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