Jump to content
Hash, Inc. Forums
Sign in to follow this  
robcat2075

Pharr Skin treatments

Recommended Posts

Here are some experiments with different skin shading

These are all from my Ground Hog Day scene. They are all rendered with a slightly blue AO light and an orange-ish Sun light.

This is a simple pink color for the Skin group...

GroundHog_60b plain color_060.jpg

 

Same as above but with white Specular color. Width 500%, Intensity 60%...

GroundHog_60c spe 500 60_060.jpg

 

Same as before but with Specular Intensity down to 40%

GroundHog_60c spe 500 40_060.jpg

 

This next one uses the Pharr Skin diffuse plugin shader (Just "Skin" in A:M). The Pharr Skin Shader tries to reproduce some of the nuance of Sub Surface Scattering without the huge rendering time.

Short version: instead of merely darkening a color as the illumination on it decreases, it increases the saturation of its color. I have it set for a very slight effect here but it helps reduce the gray-ishness of default CG shading. You'll detect a bit more red in the areas that transition from  highlight to almost-in-shadow.

Specular is 0%

GroundHog_60h PharrOrangeSun_060.jpg

 

This adds back in A:M Specular highlighting...

GroundHog_60d PharrSkin_060.jpg

 

This is the same but I have added slight Roughness. The change is barely visible at this res...
GroundHog_60e PharrSkin_060.jpg

 

There is also a Pharr Specular plugin shader meant to be used with the Diffuse shader. When I put that on it did not work well with the orange sun light. This adds the Pharr Specular shader, with the sun light only slightly tinted orange

GroundHog_60f PharrSpec_060.jpg

 

The above had no Roughness. This adds it back in.

GroundHog_60g PharrSkin_MoreRuff_060.jpg

 The Pharr Specular shader is producing over bright highlights on small features, but perhaps that could be controlled with a Specular intensity map that reduces the level on places like the fingers and arms.

But I find the Pharr Skin shader to be quite promising.

 

Share this post


Link to post
Share on other sites

Here is a turn-around. I keyframed the settings of the skin shader about every 90° of the turn of the light to approximate what I imagined skin would look like in that environment.

Some moments look quite good. Others might be improved with more experimentation.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...