The HumanSkin shader is a specialized shader for rendering skin surfaces as skin shading cannot be accurately reproduced using regular lighting models.
Shader Params | Description | Shader gen option |
---|---|---|
Displacement bias | See Tessellation and Displacement for more information. | Displacement Mapping |
Displacement height scale | See Tessellation and Displacement for more information. | Displacement Mapping |
Fresnel Bias | See Illum Shader for more information. | All |
Fresnel power | See Illum Shader for more information. | All |
Fresnel Scale | See Illum Shader for more information. | All |
Indirect bounce color | See Illum Shader for more information. | All |
Inner layer anim frequency | Sets how fast the inner layer animates. (is relative to the depth) | Multilayer |
Inner layer anim phase | Set animation phase. | Multilayer |
Inner layer depth | Sets how deep or close to the surface the inner layer is. | Multilayer |
Inner layer diffuse | Sets the diffuse color of the inner layer. | Multilayer |
Melanin | Sets level of melanin. | Default |
Oil spec glossiness | Glossiness of secondary "oily" specular highlight. | Default |
Oil spec multiplier | Multiplies the intensity of the secondary "oily" specular highlight. | Default |
Outer layer opacity | Sets how opaque the main diffuse (surface) is shown over the inner layer. | Multilayer |
Rim multiplier | Multiplies the intensity of rim light on the surface. | Default |
Scattering radius | Radius in which light travels through the surface of skin before exiting. | Default |
Tessellation face cull | See Tessellation and Displacement for more information. | Displacement Mapping |
Tessellation factor | See Tessellation and Displacement for more information. | Displacement Mapping |
Tessellation factor max | See Tessellation and Displacement for more information. | Displacement Mapping |
Tessellation factor min | See Tessellation and Displacement for more information. | Displacement Mapping |
Skin's main look is the result of subsurface scattering (light bouncing inside the surface, exiting in a different location than where it entered). Without subsurface scattering skin appears hard like concrete. It's the most important visual cue for the look of skin, therefore great care has been taken into faithfully simulating the effect. See Subsurface Scattering for more detail.
Defines the radius of scattering light inside the surface. The lower the value, the less scattering occurs and the more "concrete" the surface looks. Higher values provide a larger sense of translucency but too high can make the surface look like Wax or cause artifacts (this is because of a limited number of samples due to hardware constraints).
No scattering, looks like concrete (radius 0) | Mild scattering, very fleshy (radius 2) | High scattering, kills look (radius 8) |
---|
Rim Lighting simulates light reflection at sharp angles, meaning that it enhances visualization of silhouette shapes, separating surface (making it more visible) from the background. See Rim Lighting for more detail.
Sets rim lighting intensity/multiplier. Note that rim lighting on brighter skins tones should be very subtle and more visible on darker tones.
No rim, flat | Subtle rim, interesting look | Strong rim, kills look |
---|
Oil specular simulates the specularity caused by a thin layer of oil over the skin.
Glossiness/sharpness of the oil specular highlight. Higher values give a more wet look but too high can break the effect.
No oil gloss, looks ok | Mild oil gloss, gives more interesting look | Strong oil gloss, too sharp, kills look |
---|
Controls the intensity of the oil specular highlight.
No oil spec, a bit dull | Mild oil spec, gives nice look | Strong oil spec, too strong, kills look |
---|
Is controllable via a gloss map stored in the specular map alpha channel. It is highly recommended that all major characters have a gloss map (at least for their face) as it gives variation to the specularity of the skin.
No glossiness, too diffuse | Gloss map with glossiness 200 | No gloss map with glossiness 200, |
---|
Textures placed in the Decal texture slot will be overlayed over the diffuse texture. For example, this can be used for war camouflage for soldiers, dirt, fake shadows or ambient occlusion.
Dirt added using decal texture |
---|
This option allows two textures to be blended together. In this particular example we used it to simulate the jelly-like flesh of these aliens in Crysis 3. The secondary texture (the inner layer) needs to be plugged into the Opacity texture slot in order for this feature to work. There are also parameters to animate the inner layer texture but those are very straight forward and require no extra setup.
0 Opacity - Only base | 0.5 Opacity - A 50/50 mix between | 1.0 Opacity - Only the inner layer |
---|
No depth - Secondary texture | Depth 15 - Veins of texture appear deeper | Depth 32 - Refraction is so heavy the inner |
---|
This option simulates light absorption (sub-surface scattering) when multilayer is enabled. Channels will open up for SubSurface and Custom texture slots. SubSurface is the channel which allows you to define a custom emission map (if you do not want one a simple grey or white texture can be used) and the Custom texture slot allows you to define your own translucency map.
No Emission - No translucency taking place | Emission 5 - Edges clearly highlighted | Emission 10 - Very strong |
---|
No Strength | Strength 1.5 - Realistic amount of | Strength 10 - Looks blown out |
---|
Reflex Strength 0 - Only direct light | Reflex Strength 0.2 - Light is evenly | Reflex Strength 10 - Way too much |
---|