Child pages
  • 3Delight Skin
Skip to end of metadata
Go to start of metadata

The 3Delight Skin material is a simple to use material to render skin-like surfaces.

The model, color map and normal maps are available from Infinite Realities here. The corresponding displacement maps are available here.

3Delight Skin material User Interface

Epidermis 
Skin ColorThis is the base surface color. Usually this is a texture map that models the different color variaton on skin.
Roughness

This controls how diffuse is the material. A value closer to one simulate dry skin and a value of 0 simulate wax materials. On a more technical note, this paramter controls the roughness of the Oren-Nayer diffuse model.


Roughness 0.0


Roughness 0.3

Roughness 0.579
Bump MappingSpecifies a "plug" that is meant for bump mapping. If you use a displacement shader for the model, this is usually not needed.
Dermis (Subsurface) 
Color

The is the color which models the light that goes into the skin. The standard value is a good default value for white skin. In more technical terms, this colors gives the "mean free path" for each R, G, B component.


Color 0.2 0.2 0.9


Color 0.9 0.3 0.2


Color 0.2 0.9 0.3
Strength

Acts as a multiplier on the subsurface effect.


Strenght 0.05

Strenght 0.2


Strenght 0.5

GroupThis allows many objects, with different materials, to share the same "subsurface simulation". For example, two intersecting objects with different material properties but with the same group name will have correct subsurface intersecting along the intersecting lines.
Sheen Layer (Reflection) 
Color

The color of the specular highlight on the skin. This is usually close to white.


Color 0.0 0.0 0.0

Color 0.25 0.25 0.25

Color 1.0 1.0 1.0
Roughness

Sets the roughness of the specular highlight for the skin. Areas that have more "sheen" should have a low roughness. Higher roughness should be used to model areas that are


Roughness 0.1

Roughness 0.3

Roughness 0.5
SamplesSpecifies the amount of samples to use when sampling reflections due to the specular component.
IOR

The IOR to use to calculate Fresnel reflections.


IOR 1.4

IOR 2.0

IOR 5.0
Reflects GeometrySpecifies whether geometries are visible in reflections. Disabling this will make the shader run faster because no rays are traced.
Reflects EnvironmentSpecifies whether environment is reflected or not.

Reflects Lights

Specifies whether point lights are visible as specular highlights or not.

  • No labels
Write a comment…