Easy Skin Shader
Easy Skin Shader
Settings Specific terminology:
* xxx Amount = value of 0 - 1
* xxx Scale = value of 0 - 10,000
* xxx Strength = value of 0 - 5, 0 - 10, or -10 - 10
How to Use
1. Open your project in Blender
2. Select the File menu -> Append
3. Double Click the Easy Skin Shader Blend file to open it
4. Double Click the Material folder
5. Double Click EasySkin.Human.Export
6. The Append file browser will close
7. Select your object, and click on the Shader workspace (the tab at the top of the window)
8. In the Shader Editor (the bottom half of the window), select the Add menu
9. Select Group, and then select the group / shader you want to add
10. Now drag a link from the Output (green dot) of the group / shader to the Surface input (green dot) of the Material Output node
11. Set the Scale, Age, SSS, and other settings, and you are ready to render
* Use the Bump Map output to get the settings roughly right, before switching to the Fast shader while working on the rest of your project. Then use the Full shader for the final testing and renders.
* The "Strength" values will compete with each other. Ie. Turning them *all* up full will not give you the maximum of them all. This applies to the values for Tiny Bumps, Small Bumps, Wrinkles, Freckles, and Pores.
* Use the Full shader for close up work, the Fast shader for medium to long distance.
* Set the Scale and Age values first, then work down through the rest of the settings to get the desired appearance.
* If you use the Ramp Value group, it will alter the *range* of values returned (eg. 0-1 values will become a range of approx. 0 to 1.5).
* The SSS value is scale dependent. Ie. if you shrink a model you will need to reduce the SSS value and vice versa.
* Procedural textures use more processing power than using image textures, so renders will take longer. If you are running an older/slower graphics card you will notice a difference.
* Adjust the Blush level depending on the skin tone - darker tones require less Blush mix,
* Keep the Tiny Detail Amount value very low otherwise it will override/overpower the other bump components (eg Tiny Bumps, Small Bumps, Wrinkles, Freckles, and Pores)
* The Procedural Normal probably wont be used. I find the default (Generated) does a good job. It tends to follow topology of your model.
* The Normal output is for adding in a model's Normal Map to the shader.
* If you want to add in Colour image to the shader, use the Secondary Mix input. If Mix is no good, you can change the Mix node to Overlay or similar. Let me know if this is an issue, and I can add in a separate Colour Image input.
* Eevee: I have experienced Blender crashing sometimes when using multiple copies of the Full shader in Eevee (no problems in Cycles). Switching to the Fast shader fixed this.
(Let me know if you would like any of these)
* Add a way of rendering the bump map to a texture / file
* Add a Colour input for images rather than using the Secondary Mix
Please send me links to you results :)
Free head model from:
Take a look at E-Cycles, it will make a big difference to your render times (no affiliation): https://blendermarket.com/creators/mathieu
v1.0 2021-10-08 Initial Release
|Dev Fund Contributor|
|Published||over 1 year ago|
|Blender Version||2.83, 2.9, 2.91, 2.92, 2.93, 3.0, 3.1, 3.2, 3.3, 3.4|
|Render Engine Used||cycles, eevee|
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