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

Lightyear © Disney/Pixar


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titleSkin Presets

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

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textSkin Material Presets
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.

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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.

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titleSkin Presets

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

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You may also find this chart helpful in choosing appropriate settings:

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