Graphics Reference
In-Depth Information
How to do it...
Let's start with the layered skin shader creation:
1. Be sure to have the Sintel object selected, and then click on the New button in the
Node Editor window toolbar or in the Material window under the main Properties
panel and rename the material as skin_layered .
2. In the Material window, switch the Diffuse BSDF shader with a Mix Shader node;
go to the Active Node panel to the right of the Node Editor window (if not present,
put the mouse in the Node Editor window and press N to make it appear), and in
the Label slot, rename the Mix Shader as Mix Shader1 .
3. In the first Shader slot of this new Mix Shader1 node, select a Diffuse BSDF
shader node, and in the second one, select an Add Shader node; label this
node as Add SPEC .
4.
Add two Glossy BSDF shader nodes (press Shift + A and navigate to Shader |
Glossy BSDF) and label them as Glossy BSDF_1 and Glossy BSDF_2 . Set
their Distribution to Ashikhmin-Shirley, and then connect their output to the
first and second Shader input sockets of the Add SPEC node respectively.
5.
Add a Fresnel node (press Shift + A and navigate to Input | Fresnel) and
connect it to the Fac input socket of the Mix Shader1 node. Set IOR to 1.450 .
6.
Press Shift + D to duplicate the Mix Shader1 node, label the duplicate as Mix
Shader2, and paste it between the Mix Shader1 and the Material Output nodes.
7.
Press Shift + D to duplicate the Add SPEC node, label the duplicate as Add SSS ,
and connect its output to the first Shader input socket of the Mix Shader2 node, so
that the connection that comes from the Mix Shader1 node automatically switches
to the second Shader input socket. Connect the output of the Mix Shader1 node
also to the second Shader input socket of the Add SSS node.
8.
Add a Subsurface Scattering node (press Shift + A and navigate to Shader |
Subsurface Scattering) and connect its output to the first Shader input socket
of the Add SSS node. Set Falloff to Gaussian; Scale to 0.050 ; Radius to 4.000 ,
2.000 , and 1.000 ; and the Texture Blur value to 0.100 , as shown in the
following screenshot:
 
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