In my understanding before Blender 4.0, there was a way to add a color in the section of subsurface color this was used with the subsurface bar to give some sort of blood tone to the skin… or at least that is what I understood about it. now when I try to look for such a bar or option to add the color it does not show. could it be that it is somewhere else? If I hit shift + a and look for a node that can replace it, it does show one but it is outside and it is confusing where I should connect it.
Hi Estravius_Alban,
in 3.6 it was simply a mix between the Color and the Subsurface Color. Check out this video at around the 3:20 mark:
Alternatively you could also rebuild your setup in an older version of blender and open it in 4.0. It will then automatically convert the old inputs to the new version of the principled shader so you can see, how it handles the conversion.
Or here’s a thing. If, like me, you find it incomprehensible why things like that should be deleted in a new version because, when you’re following a tute about brick textures for example and you get halfway in and wow…you can’t go any further because Version 4.1 denies you a basic resource that you need…you can just uninstall Version 4.1 and make the decision to not bother updating versions ever again.
Blender is incredibly complex for beginners. Following tutes can be a nightmare. It can literally leave you howling in frustration and feeling like you’ve been lured into something with promises and then smacked in the face when the latest version you’ve downloaded is NOT AS GOOD as the older version.
I use an SSS mask as well as a Colored region mask to control SSS on most of my character models, so I don’t like the fact the color option was removed, but it is just a different way of connecting noodles and the right nodes to get me back to my normal work-flow…
You still have the option of adding a Subsurface Scattering NODE( like @Estravius_Alban found out), to mix with your Principled, which gives you the color option as well as the newer options in SSS in the principled BSDF…
I understand your frustration, but a lot of the responsibility of this lies with the person making the tutorial, and to some degree degree the person watching it.
Tutorial presenters should do a better job on their channels of noting what of version blender they are using to the learner. And if a particular procedure becomes deprecated or wrong, they should update the notes on the description.
I realized that some channels have tons of videos, so updating all these descriptions is not practical. So the student should also pay attention to what date the tutorial was made, and the version.
And even with all of the above, sometimes these inconsistencies are just going to happen. And it’s no one’s fault. It’s the nature of software updates, and not limited to the blender world.
Sorry to say this but the new Principled shader does not seem to look as good as mixing a Diffuse and Glossiness. The SSS is not good either. there is something not quite right about the new Principled shader, at least from an artists point of view.
I don’t care how correct something is physically , but fundamentally it has to look good.
The standalone SSS node looks nicer than the SSS which is mixed with the base colour ( somehow) of the principled shader.
really need to put back the subsurface color as a separate element