Skin Shader, Near Photo Realism, e-book soon!!!

HI I am 14 years old, I have been using blender for 4 years now. I am about to finish an e-book on all aspects of making skin. Hear is a preview of what you can achieve in 30 minutes!.

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Hi,

Thats a nice coincidence, I’m trying to figure out how to use Subsurface Scattering for a mosquito. (mosquito redux) in this forum. Soon I’ll have to move into that aspect of the project.

Do you have any suggestions for something like this?


?as far as translucency-transparency-SSS, etc.?
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My asdvicee weould be to pick up a Render Branch build, paint you mosquito model, dark bits a very dar brown, ant the dark bits the same color as the photograph. Duplicate the resulting texture map, and turn it black and wight buy destaturting. now load the black and whit map into blender (you make wanto up the contrast before you do this) and chane its influence to SSS radius. Load the colour map, and change it coulor. the the under layer of the skin. Now for the actual SSS. Use one of the skin presets. Turn the cour influence off. and chage the texture influence to 50%, this will scatter the textur under the mosquitoes skin. Make sure that the SSS radius is quite high. Make the marital translucent wit a raytraced IOR of 1.300 Creat a new uv and image, spend time properly painting the mosquito again, this will be the upper layer of the skin, desaturate and make the image very high contrast this will be a specular map for thew outer layer. Make it influence specular, and change the color to a color found on a lighter part of the mosquito, make this layer translucent as well.

Now create new material called combined shader, and screen the two materials together

pheeeww!!!

You will go through some trail and error, don’t be surprised if it doesn’t look good fist time.

EDIT-- found manual page for texture painting, still interested in your reply but I check that out.

Hey, thanks for the thorough reply, I understand most of what you are saying although I am having trouble understanding how to do the following.

[quote=“thebleeding,post:3,topic:479438"”]

My asdvicee weould be to pick up a Render Branch build, paint you mosquito model, dark bits a very dar brown, ant the dark bits the same color as the photograph. Duplicate the resulting texture map,

[/quote]

OK, Render Branch Build is just a render specific version of blender, right, I am using * 2.5 ALPHA 2 so that should be sufficient, I think.

*To paint the mosquito, you mean “Texture Paint”, “Vertex Paint” or paint in a separate program after rendering an orthogonal (Right,Front, etc) view.

*If this is too much questioning can you point me in the direction of some painting info because I have seen that there is seemingly a lack of info on the newest versions of blender.

Other than that its following the details you laid out,

Thanks!

a5’

** Disclaimer - I am not privy to developer info and base this on my observation only **

2.5 development has been progressing rather rapidly.
alpha2 was released from svn revision 27226
the current svn revision is now at 29341
That’s over 2,000 changes made to the source tree.

That number can be misleading as some changes are one or two lines others are changes to dozens of files. Recently some of the changes are from the gsoc projects so don’t relate directly. But simply there have been a lot of bug fixes and many improvements to stability since alpha2. Many newer (and even some experimental) builds are available from Graphicall.org.

Specifically the Render branch is the build used by the Durian team. Most if not all of their improvements move to the main development (/trunk/blender/) after they are shown successful.

Personally I have been building from svn since just after alpha2 and although I’m not a constant or very advanced user I have found the current svn to be more stable than the alpha2 release for some time.

without sounding like the Emperor’s New Clothes here…

is it me or does that skin not look even close to photoreal?

There was a recent thread on 3 layer sss which had much more accurate results.

good luck with the eBook I guess, but that screen isn’t selling the concept…

~P~

Thanks for the info, and that answers my question about the Render Branch.

I will definitely check that out although I have to say that the version I am using is pretty stable anyway and I still have yet to touch the cutting edge of this sort of software. Generally though I try to keep up.

I would exactly call that realistic, there is a lot of free info on making sss skin, there is a thread where maqs demoed his skin material. http://blenderartists.org/forum/showthread.php?t=145904&page=6 <- this shows the kind of results he gets

Yeah, thats impressive, but do I have any hope of replicating that?

and will he reply if I ask him pointed questions?

Will I get results from that?

thanks,

a5’

a gold mine of information that explains the working of three layer SSS http://blenderartists.org/forum/showthread.php?t=121552 check out back issues of blenderart magazine that explain these shaders

Thanks for all the information.

a5

after some looking I found what the OP was talking about in terms of using a texture to drive the different components of SSS,

here