The past two days I spent experimenting making a skin shader. It seems to me that skin has two kinds of reflections:
Refl 1: On the top surface. Color:white. A bit sharper than
the other reflection. Some areas of the skin are glossier, for example the nose, or there where skin is stretched. Also I think it is shinnier there where there are no grooves; so on top. So here I used a roughness of 0.105, and plugged a map. The map is a desauterated skin picture. It has PRB fresnel from Cynicat pro.
Refl 2: I think there is another glossy layer, but more rough. Maybe it looks a tiny tiny bit metallic. So in the color input I put the skin albedo picture and put the roughness to 0.24. It has PBR fresnel from Cynicat pro.
And I use the Glossyfix node. ( fixes a problem with rough glossy).
I use to subsurfscattering nodes.
1: Scale: 0.15, Radius light pink, texture blur halfway.
2: Scale: 0.3 , Radius Darker pink, full texture blur.
Second one is mix in for 25%.
Using a normal map for the grooves and pories in the skin, Same scale as the top reflection layer.
A) When I look straight to the skin,( not from a grazing angle) I don’t see a subsurfscattering. It almost looks like plastic. While, when I look at skin pictures on the internet, then look softer. I cannot bump up the subsurfscattering, as you see in one of the attachments; the whole hand is scattering.
B) When I look at my own hand, I looks as if the skin is translucant. But when we use the translucancy shader, it makes things look thin and hollow; It is for thin objects like leaves and paper.
So I cannot get the effect I am looking for.
I hope to see a few suggestions,