skin and hair shaders

hello blender comunity i have been working these past few days to create these fairly relistic shaders. the first one i present is yet another skin shader. why should i use your shader when thers two other shaders you ask? well i will give you a pro/con about my shader:

pros

  • has an integrated shader i made to simulate the oily surface of skin

  • uses only two passes of sss so it renders faster
    cons

  • sss levals for dermis and epidermis are NOT physicaly based like pixlevore’s and maq’s shaders.

  • only uses two layers of sss so it probably won’t be as accurate.
    theres probly more to it than that bu i’m too lazy to think of anything ells right now. any way here are the other shaders a black hair shader and a spandex/black car paint shader.I will post the .blends soon, the shader on the left is the skin shader and the one on the right is the reflection shader to simulate the oily surface of skin.

Attachments





wow no one is interested in this at all, oh well here are the shaders any way, i’m not gona post the skin shader yet as i still want to do more tests until i’m happy with it.

Attachments

shiny black thing shader.blend (424 KB)black hair shader.blend (918 KB)

BlenderArt Issue 16 has a deep explanation of SSS shader:

http://blenderart.org/issues/

It touch everything anyone wanted to know about SSS.

I am looking now for the Issue that talks about hair and fur, I think there is one but at the moment I did not found it yet.

By the way a little trick for your lighting (I have planned to create a tutorial). Create a colorcard and calibrate the lights with it.

sounds interesting, hows it to work?
oh i saw the blender art issue on sss, it was pretty informative but i wanted to create something original, but i think i’ll use their sss setup but just change some things with it and add my skin oil shader and see how it looks. thanks for the reply btw

Thanks for making these shaders Deathmetal. I’m learning how materials, shaders, textures, and lighting can really make the difference in projects.:slight_smile:

That sounds like a very interesting tutorial. I look forward to it Bao2. Thanks. :slight_smile:

Glad you liked the shaders unhurdof! yeah shaders,textures and lighting really can add alot to scenes, hell even crappy models can look real if the lighting is good enough!

well i updated my skin shader to use the sss levals that the skin shader in blender artists used, and as much as i didn't want to i added an editional layer of sss so my shader now has 3 levals and take longer to render but oh well as long as it looks good i'm fine with it. I also updated the shader for the oil surface of skin but i did it in another file. does any one know how i can combine the skin shader and the oil shader without me having to recreate the oil shader in the skin shader? because the oil shader is fairly complex and i don't want to wast time remaking it.

ok heres a render of my new shader using sss values from the blender art magazine, i’ll probly texture it some time this week if i get time. (make human model btw)

Attachments


heres the textured version, took a look at maqs textures for his insanely realistic model and treid to learn from the way he textured his model. so here it is tell me what you think about it.

Attachments


looks fine. But the texture needs a lot more detail. First I thought this is just a bump shader and the color is reflected from the orange light. For the head: give it some personality.
Good luck
Hilmar

DerLandvogt i know what you mean i’ll trie to fix that, anyway i was studying up on reflection occlusion, which makes environment mapped objects look more realistic by darkening areas that the object would normally self reflect, and i deicided to try and do this in blender. rather than wast forum space by making a new thread i decided to post my progress here

Attachments


Deathmetal, is it possible to mix the texture of skin(with UV layout) with a Node material?

yes it is possible just load the texture in blender’s image editor and go into the material node window and load that texture through Add>Input>Texture and select your texture, if your model is UV mapped add a geometry node and put the UV slot into the vector slot, then put the output for the texture into the color of the material you want it to effect. honestly tho, i wouldnt really recomend using my skin shader pixleores and maqs shaders are far better, and i tried adding a texture with this skin shader and i found that the scattering radious for both sss paremeters was too high and the skin looked too waxy with texture