Diffeomorphic and SSS parameters
marth_e
Posts: 178
I exported my Daz Character to Blender using the amazing Diffeomorphic addon. I used the BSDF materials conversion method but I would like to play with the SSS parameters. Does anyone know which are the parameters to change using the BSDF shader? In which nodes? I also would like to know which are the standard values that you recommend for emulating human skin.
Thanks in advance,
Martha
Comments
If you want a realistic human skin then go for a custom blender shader. The iray skins are not realistic because iray doesn't support sss.
https://blendermarket.com/products/dermis-shader
As for diffeomorphic, the bsdf option is designed for a good iray conversion, but not to be easily edited by the user. If you want to edit your materials then go for the principled option.
Thanks, Padone.
Let me explain you my case. I'm rendering using EEVEE (not cycles) and I have already tweaked the BSDF shader that Diffeomorphic converts and I'm very, very satisfied with the result. The only thing that I want to adjust is that I have too much SSS to the point that light is penetrating the fingers and part of the hands. So I would just would like to reduce a litlle the subsurface scattering and I think I will have a very realistic skin shader for EEVEE. Is this possible to do? Maybe using the material editor within Diffeomorphic? I have been tweaking some of the values in the translucency section of Diffeomorphic's material editor with different results, specially with the radius and the scale parameters but I'm not sure if that is the right way to do it. Any ideas?
Thanks a lot,
Martha
In what sense?
@Richard Because the iray sss is a full volumetric solution, it models volumes not subsurfaces. If you want a realistic subsurface effect using iray then you have to model the variuos skin layers with geometry, then give volume to each of them. In the discussion dedicated to realistic rendering there were some experiments about this, where a inner layer of geometry was used.