In this post, I will talk about applying indirect illumination to the skin shader using ambient light
and AO
Mental ray's
misss_fast_maya_skin shader is a
one of the better skin solutions.
Like its name implies, it's fast and quite easy to
accomplish a quick skin look.
But if you look for more realistic results, you need to
provide with indirect illumination to the skin.
First of all, you need to approach the skin shader from two different
directions. direct and indirect illumination.
Most of the skin tutorials generally deal with direct
illumination part only.
Sometimes direct illumination only can create a
satisfactory result, especially for cartoonish look characters.
But a realistic human skin cannot go without considering the
indirect illumination.
So, I'd like to show a method of doing this, not using
expensive final gathering but ambient light and AO combo.
Here's a scene with a head model. A skin shader is alreay
assigned to it.
I have set up two light sources. One from the front for epidermal and subdermal scatering and the other from the back for back scattering.
Area 1: This is where the direct illumination
hits the sufrace.
Area 2: This
is where you can see scattering.
Area 3: This
is where no illumination or scattering is found.
At this point,
the direct illumination and the scattering look fine. The next thing is to add
some indirect illumination to get rid of dark areas ( Area3 ).
Since
misss_fast_skin_maya shader has Ambient color slot, let's make use of it.
I'll use the
similar method that was used to make mia material work with ambient light.
( Check out that post )
( Check out that post )
Create a
Lambert material and set its color to full white and diffuse to 1.0.
Connect this
material's output to Ambient color of the skin shader.
Create an ambient light. Now render.
Now you can
clearly see that the skin shader is repecting the ambient light.
Let's apply
ambient occlusion to this ambient illumination. Create a new mib_amb_occlusion
texture and connect its output to the color attribute of the lambert material.
Now you can
see AO is added to enhance the small details.
In the image
above, I gave a blue tone to the ambient light to mimic illumination from a
blue sky.
And the
following is ambient illumination only.
So far, this
simulated indirect illumination has been for the diffuse element only.
But the scattering colors should also be affected
by this indirect illumination.
To make this
possible, I connect the output of Ambient Picker material to the Ambient attribute
of the lightmap shader. This is hooked up to the shading group node of the skin
shader.
Now, this is
the result. Subsurface scattering is now affected and boosted by the indirect
illumination.
The following
image is the scattering of the indirect illumination only.
This is the
textured version.
In summary, the final result is ambient+diffuse+epidermal+subdermal+backscatter + specular+ reflection. ( ambient is affecting both the diffuse and the scattering and a mia material is used for the reflection only.)
In summary, the final result is ambient+diffuse+epidermal+subdermal+backscatter + specular+ reflection. ( ambient is affecting both the diffuse and the scattering and a mia material is used for the reflection only.)














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ReplyDeleteInpyo can you do a post for the eyes?
ReplyDeleteand how long is your render time ?
ReplyDelete