blender 2.79 SSS settings (warning: huge images)

Images of characters done with MakeHuman

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blender 2.79 SSS settings (warning: huge images)

Postby jujube » Sun May 20, 2018 6:23 pm

I wonder if this belongs here or in the tutorial forum...
In the blender 2.79 development version, I tested out the different subsurface scattering parameters in the Princicpled BSDF, with the lovely new "random walk" setting. (I arranged them in inkscape. I manually imported them one at a time which was a pain, but now they're arranged prettily in a grid like in the white papers.)
Basically, subsurface color is the skin color, which overrides the base color attribute (but not the other things like roughness.) Subsurface radius is apparently the blood/material/volume color, and the scaling affects how much it shows through the skin. For example at low scaling you will only see a tiny hint of color behind the ears.
sss_hues.png

Material settings in code block so they don't eat the entire post:
Code: Select all
Principled BSDF 2.79 development version
units, scale: none/default
base color white
roughness 0.5
GGX
Random Walk
subsurface 100%

First row:
environment color: hdrihaven pillars 2k
subsurface radius default (1.000, 0.200, 0.100)
subsurface color:
H: 0 to 0.9
S: 0.800
V: 1.000

second row:
environment color: hdrihaven pillars 2k
subsurface radius:
H: 0 to 0.9
S: 0.800
V: 1.000
subsurface color white

third row:
hdrihaven blue grotto 2k
subsurface radius:
H: 0 to .9
S: 1.000
V: 1.000
subsurface color white

fourth row:
hdrihaven studio small 04 1k
subsurface radius:
H: 0 to .9
S: 1.000
V: 1.000
subsurface color white


sss_scale_text.png

I may have messed up the ones in this image, as at some point i changed which attribute I was keyframing, but forgot to change it back to linear
interpolation.
Code: Select all
Principled BSDF 2.79 development version
environment color: hdrihaven pillars 2k
units, scale: none/default
base color white
roughness 0.5
GGX
Random Walk
subsurface 100%
subsurface color white
subsurface radius (pre-scaling):
H: 0 to 0.9
S: 1.000
V: 1.000
vector displacement: object space
Last edited by jujube on Sun May 20, 2018 6:35 pm, edited 1 time in total.
jujube
 
Posts: 404
Joined: Fri Aug 14, 2015 10:46 pm

Re: blender 2.79 SSS settings (warning: huge images)

Postby jujube » Sun May 20, 2018 6:32 pm

Bonus content: head with radius color scaled to 0.5, plus some shiny stuff I put on just for fun (bumped with adaptive subdivision). The images show the mesh increased in size by 100x, before and after applying scale. The default SSS radius produces the intense glow with the default mesh size from maketarget/makeclothes. When imporing a human from MH with a different scale, you need to increase/decrease the SSS radius appropriately. Hopefully, this makes sense...
Attachments
head before applying scale.PNG
before applying scale
head after scaling.PNG
after applying scale
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Posts: 404
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