Skin


Skin

Skin, as the name implies, is a single node for creating a skin-like material with subsurface scattering, The image above shows the LightWave logo with an additional bright Spherical light behind it.



Model: The WikiHuman Project, Render: Craig 'Rebelhill' Monins

Inputs

The Skin node contains the following Inputs:

  • Specular Weight (Scalar) - Determines how intense the Specular Color is
  • Specular Color (Color) - Colors the specular component of the skin
  • Specular Roughness (Scalar) - The roughness of the surface
  • Specular Fresnel (Scalar) - The specular amount at parallel angles
  • Sheen Weight (Scalar) - Determines how intense the Sheen Color is
  • Sheen Color (Color) - Colors the sheen component of the skin
  • Sheen Roughness (Scalar) - The roughness of the sheen
  • Sheen Fresnel (Scalar) - The specular amount of sheen at parallel angles
  • Epidermis Weight (Scalar) - Determines the visibility of the outer layer of the skin shader
  • Epidermis Color (Color) - Specifies the color used for the outer layer of skin
  • Epidermis Distance (Scalar) - How far light is absorbed into a surface
  • Dermis Weight (Scalar) - Determines the visibility of the second layer of the skin shader
  • Dermis Color (Color) - Specifies the color used for the second layer of the skin shader
  • Dermis Distance (Scalar) - How far light is absorbed into this second layer
  • Hypodermis Weight (Scalar) - Determines the visibility of the inner layer of the skin shader
  • Hypodermis Color (Color) - Specifies the color used for the third layer of the skin shader
  • Hypodermis Distance (Scalar) - How far light is absorbed into this third layer
  • Normal (Vector) - Uses a normal map for skin displacement
  • Bump (Vector) - Uses a bump map for skin displacement with the Bump Height field to determine the quantity
  • Bump Height (Scalar) - Amount to displace the Bump input
     

Edit Panel

Images applied to the inputs for Epidermis, Dermis and Hypodermis inputs will always give a more realistic result.