Page tree

Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Subsurface Scattering can be used to simulate a wide range of translucent surfaces, including skin, both realistic and stylized

Lightyear © Disney/Pixar


Info
titleSkin Presets

RenderMan now ships with useful procedural skin presets in the Preset Browser. You can download a more comprehensive pack from our resources page:

Action Button
new-windowtrue
textDownload
urlhttps://renderman.pixar.com/skin-material-presets

Note

In the parameters below, some of them can be overridden by a PxrLayer when connected to the Input Material or through a PxrLayerMixer. PxrLayerSurface is designed to better illustrate which parameters are not able to be overridden in a layer by including only parameters that are global. We recommend this material when you know you will be layering. The results of these settings are unchanged.

  • Bold Face parameters are layerable, able to be overridden per layer.
  • Italicized parameters are not able to be layered or overridden. These are globally obeyed for all layers. For example: Choosing Burley as a subsurface model will mean all layers will be Burley for that parameter.

...

Path Traced - offers two selections for brute force calculations in subsurface scattering, these provide uncompromising quality and details. The difference between the two is how light falloff is applied.

...

titleSkin Presets

Our team has prepared a great set of presets to get started with a diverse set of skin materials:

...

...


You may also find this chart helpful in choosing appropriate settings, make sure to scale them according to your scene units:

MaterialAlbedo/ColorMean Free Path Color (in mm)

apple

0.846 0.841 0.528 
6.96  6.40  1.90
chicken1
0.314 0.156 0.126
11.61  3.88  1.75
chicken2
0.321 0.160 0.108
9.44  3.35  1.79
cream
0.976 0.900 0.725 
15.03  4.66  2.54
ketchup
0.164 0.006 0.002
4.76  0.58  0.39
marble
0.830 0.791 0.753
8.51  5.57  3.95
potato
0.764 0.613 0.213
14.27  7.23  2.04
skim milk
0.815 0.813 0.682
18.42 10.44  3.50
skin1
0.436 0.227 0.131
3.67  1.37  0.68
skin2
0.623 0.433 0.343 
4.82  1.69  1.09
whole milk
0.908 0.881 0.759
10.90  6.58  2.51

...

Specify trace subset for inclusion/exclusion when struck by a ray indirectly.

...

Image Added

RenderMan Fundamentals

HTML
<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/521370674?h=d9fe405f6b&title=0&byline=0&portrait=0" style="position:absolute;top:0;left:0;width:100%;height:100%;" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" allowfullscreen></iframe></div><script src="https://player.vimeo.com/api/player.js"></script>


Back to the top