So Chaos group now has Chaos Labs, and one of it's projects is the Wikihuman project. I'm wondering if someone at Chaos could comment on the approach to the skin shader used there, which differs both from SSS2 and VraySkin?
Here's what I could piece together looking at the Vray shaders in provided Maya file:
The provided Vray shader mixes 2 phong spec lobes (60% + 40%). This basically seems identical to the VraySkin material which also mixes two phong spec lobes. The way that the Fresnel is applied might be slightly different.
It also adds the subsurface from an SSS2 together with grey Lambertian diffuse from a VrayMtl (to get single scatter). This approach to the SSS/diffuse mix differs from SSS2 where the diffuse input does not add to the SSS, but replaces it (on SSS2 diffuse amount 0.5 means that you get 50% diffuse and 50% SSS).
Additionally, the approach taken here is akin to the Alsurface material (a free shader written for Arnold by Anders Langlands) which takes a single diffuse map for the skin resulting in a WYSIWYG approach, in contrast to VraySkin which uses multiple maps (diffuse, shallow, medium, deep) which often need to be pretty non-intuitive colors like green for the diffuse and mustard yellow for the medium scatter.
I'd love to hear some discussion about the thinking behind this approach to skin shading.
Here's what I could piece together looking at the Vray shaders in provided Maya file:
The provided Vray shader mixes 2 phong spec lobes (60% + 40%). This basically seems identical to the VraySkin material which also mixes two phong spec lobes. The way that the Fresnel is applied might be slightly different.
It also adds the subsurface from an SSS2 together with grey Lambertian diffuse from a VrayMtl (to get single scatter). This approach to the SSS/diffuse mix differs from SSS2 where the diffuse input does not add to the SSS, but replaces it (on SSS2 diffuse amount 0.5 means that you get 50% diffuse and 50% SSS).
Additionally, the approach taken here is akin to the Alsurface material (a free shader written for Arnold by Anders Langlands) which takes a single diffuse map for the skin resulting in a WYSIWYG approach, in contrast to VraySkin which uses multiple maps (diffuse, shallow, medium, deep) which often need to be pretty non-intuitive colors like green for the diffuse and mustard yellow for the medium scatter.
I'd love to hear some discussion about the thinking behind this approach to skin shading.
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