Another Layered Skin
Posted: Sat Dec 26, 2009 2:21 pm
Skin renders...
Various lights...
Different lighting conditions...
https://www.indigorenderer.com/forum/
https://www.indigorenderer.com/forum/viewtopic.php?f=23&t=7643
Code: Select all
<medium>
<name>skin_medium</name>
<precedence>10</precedence>
<basic>
<ior>1.2</ior>
<cauchy_b_coeff>0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb>
<rgb>3 20 30</rgb> <!-- "correct" way to dial skin color, see below for the easy way -->
<gamma>1</gamma>
</rgb>
</absorption_coefficient_spectrum>
<subsurface_scattering>
<scattering_coefficient_spectrum>
<rgb>
<!-- shadow terminator:
set scatter green to 1000,
dial red down & blue up by equal percentages (500/1000/2000, not 0/1000/2000)
the further from 1000, the more saturated the color) -->
<rgb>250 1000 4000</rgb>
<gamma>1.0</gamma>
</rgb>
</scattering_coefficient_spectrum>
<phase_function>
<uniform/>
</phase_function>
</subsurface_scattering>
</basic>
</medium>
<material>
<name>skin_sss</name>
<glossy_transparent>
<internal_medium_name>skin_medium</internal_medium_name>
<texture>
<uv_set>default</uv_set>
<path>colorMap.png</path>
<exponent>1.0</exponent> <!-- easy way to skin color - lower = lighter, higher = darker -->
<b>1.45</b>
</texture>
<texture>
<uv_set>default</uv_set>
<path>bumpMap.png</path>
<b>.00033</b>
<exponent>1</exponent>
</texture>
<texture>
<uv_set>default</uv_set>
<path>exponentMap.png</path>
<a>0</a><b>65</b><c>15</c> <!-- c is low value, b + c is high value -->
<exponent>1</exponent>
</texture>
<absorption_layer_transmittance>
<texture>
<texture_index>0</texture_index>
</texture>
</absorption_layer_transmittance>
<bump>
<texture>
<texture_index>1</texture_index>
</texture>
</bump>
<exponent>
<texture>
<texture_index>2</texture_index>
</texture>
</exponent>
<!--bump_map>
<uv_set>default</uv_set>
<path>bumpMap.png</path>
<b>.00033</b>
<exponent>1.0</exponent>
</bump_map-->
</glossy_transparent>
</material>
<material>
<name>skin-phong</name>
<phong>
<texture>
<uv_set>default</uv_set>
<path>colorMap.png</path>
<exponent>2.2</exponent>
</texture>
<texture>
<uv_set>default</uv_set>
<path>bumpMap.png</path>
<b>.000165</b> <!-- was .00033, cut in half here (but not in sss) to fake the softening effect of scatter -->
<exponent>1.0</exponent>
</texture>
<texture>
<uv_set>default</uv_set>
<path>exponentMap.png</path>
<a>0</a><b>65</b><c>15</c> <!-- c is low value, b + c is high value -->
<exponent>1.0</exponent>
</texture>
<diffuse_albedo>
<texture>
<texture_index>0</texture_index>
</texture>
</diffuse_albedo>
<bump>
<texture>
<texture_index>1</texture_index>
</texture>
</bump>
<exponent>
<texture>
<texture_index>2</texture_index>
</texture>
</exponent>
<ior>1.25</ior> <!-- this is shiny (spec brightness), exponent is sharpness (spec size) -->
<fresnel_scale>1</fresnel_scale>
</phong>
</material>
<material>
<name>skin</name>
<blend>
<a_name>skin-phong</a_name>
<b_name>skin_sss</b_name>
<blend_factor>0.7</blend_factor>
</blend>
</material>