Graphics Reference
In-Depth Information
15. Now select all the nodes except the Value and Material Output nodes.
Press Ctrl + G to create a Node Group.
16. Rename the exposed input socket to the left of the node group as Contrast ,
set the value on the group interface, and then delete the original Value node.
17. Click and drag the Color2 socket of the Overlay node to the empty socket on
the Group Input node, and rename the exposed socket as Subsurface
Scattering_color . Then click and drag the Normal socket of the Translucent
BSDF shader node to the empty socket as shown in the following screenshot:
The network inside the open-for-editing node group
18. Press Tab to close the node group, and rename it SSS_group .
So now, we have made the Subsurface Scattering node group, ready to be mixed with any
surface material.
Let's now create a simple material to mix the node group using the following steps:
1.
Add a Mix Shader node, a Diffuse BSDF node, and a Glossy BSDF shader node
(press Shift + A and navigate to Shader | ...). Connect the Diffuse BSDF node
output to the first Shader input socket of the Mix Shader node and the Glossy
BSDF shader output to the second Shader input socket.
2.
Connect the Mix Shader output to the Surface input socket of the Material
Output node.
3.
Set the Color values of the Diffuse BSDF shader node for R to 0.031 , G to
0.800 , and B to 0.000 . Set the Color values of the Glossy BSDF node for R
to 0.646 , G to 0.800 , and B to 0.267 .
 
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