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The goal of a skin shader is to achieve what is called sub-surface scattering. Sub surface scattering is the techinical term for the effect of light reaching the skin, penetrating it, getting scattered in the flesh and then emerging wight a fleshy color that may vary from place to place on the body, especially in the facial area. Although there is no direct mathematical calculation for explicity calculating a sub-surface algorithm you will learn about building your own skin shader network.
In the order ti achieve a decent skin shader, it is recommended to use a renderer such as mental ray, which offers ambient occlusion, final gathering and global illumination. Combining those render passes together will ultimately achieve a decent looking fake sub-surface scattering.
In the order ti achieve a decent skin shader, it is recommended to use a renderer such as mental ray, which offers ambient occlusion, final gathering and global illumination. Combining those render passes together will ultimately achieve a decent looking fake sub-surface scattering.
real skin shader (from facebook.com/cgmee up) |
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