Graphics Reference
In-Depth Information
16. Click on the Open button of the BUMP image texture node, browse to the textures
folder, and load the sintel_skin_bmp.png image. Set Color Space to Non-Color
Data and the Bump node's Strength value to 0.100 , as shown in the
following screenshot:
The same color map modified for the SSS node and the bump map connected as per the shader bump
How it works...
In this recipe, we used a layered approach to build the human skin shader, but what does
layered mean exactly?
It means that the shader tries to simulate the behavior of real human skin in the most effective
possible way. I'm referring to the fact that the human skin is composed of several different
overlapping and semi-transparent layers that reflect and absorb light rays in various ways,
giving the reddish coloration to certain areas due to the famous subsurface scattering effect.
Now, a perfect reproduction of the real human skin model is not necessary; usually, it's
enough to use different image maps for the key components of the shader, each one added
on top of the other: the base color, the dermis blood layer, the specularity map, and the
bump map.
 
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