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Human Skin - the Mental Ray Subsurface Scattering Fast Skin shader

By Philippe Le Miere
Web: Open Site
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Date Added: 9th December 2009
Software used:

The Subdermal layer

This is the middle or fatty layer and contributes to the red glow effect. To see its effect set Subdermal Scatter weight up to 1.0, and make sure the radius is set to 25mm.

824_tid_08_subdermal.jpg
Reducing the Subdermal radius to 1mm produces sharper shadows as seen in the following image.

824_tid_09_subdermal_1mm.jpg
At the other extreme, increasing the Subdermal radius to 100mm produces a strong scattering and a very soft appearance.

824_tid_10_subdermal_100mm.jpg
Setting the Scale Conversion to 0.1 produces scattering that is too big and grainy. The result looks like a red balloon as too much of the Subdermal layer (the lower bloody layer) is showing through.

The Epidermal layer

The Epidermal layer is the top skin layer or outer layer. To see its effect, turn the Subdermal and Back layer off. Setting the material to the following settings produces:

Epidermal scatter weight = 1.0
Epidermal scatter radius = 8.0 mm
Subdermal scatter weight = 0.0
Back scatter weight = 0.0

824_tid_11_epidermal_8mm.jpg
Like the Subdermal layer and Scale Conversion, decreasing the Epidermal scatter radius reduces the scattering effect and increasing the radius enhances it, giving a softer result.

Epidermal scatter radius = 1mm
 
824_tid_12_epidermal_1mm.jpg
Epidermal scatter radius = 50mm

824_tid_13_epidermal_50mm.jpg

Mapping

After tweaking the three diffuse layers - Epidermal, Subdermal and Back - the following image was rendered, ready for mapping.

Unscattered diffuse weight = 0.4
Epidermal Scatter weight = 0.5
Epidermal Scatter Radius = 8mm
Subdermal scatter weight = 0.5
Subdermal scatter radius = 35mm
Back Surface scatter weight = 0.5
Back Surface scatter radius = 25mm
Back Surface scatter depth = 25mm

824_tid_14_default.jpg




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Readers Comments (Newest on Top)
avatar
Oscar on Mon, 02 January 2012 2:21am
very usefull, tank's...muchas gracias!
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