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Author Topic: Subsurface Scattering and Bump Mapped Skin  (Read 9490 times)

PornulusRift

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Subsurface Scattering and Bump Mapped Skin
« on: March 22, 2015, 11:17:36 AM »
I'm messing around with a new shader for subsurface scattering (SSS) and bump mapping.  SSS applies a realistic translucency to human skin (think shining a flashlight through your hand).  And the bump mapping can be used to apply very small imperfections across the surface of the skin, much like real human skin.  This can help the models not look so 'plastic'.  I first tried with a more coarse bump map, but I think its too much and almost looks wrinkly:


Then I made the pattern much more fine, so you would have to get closer to see it.  I think this one looks pretty good.


What do you guys think?  The fine pattern is better?  Should I try even finer?

I'm also still tweaking the SSS .

Testease

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Re: Subsurface Scattering and Bump Mapped Skin
« Reply #1 on: March 22, 2015, 12:28:05 PM »
My vote is for fine sir.
If you build a man a fire you keep him warm for a day. If you set a man on fire you keep him warm for the rest of his life.

PornulusRift

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Re: Subsurface Scattering and Bump Mapped Skin
« Reply #2 on: March 22, 2015, 07:17:46 PM »
I have no idea what I'm doing with this SSS shader, but the more I mess around with it, the better it looks.
I'm still having some trouble with the models not looking so great from certain light angles.  Maybe I need to use a different lighting setup, right now its just 1 directional light.
Here's some newer examples, notice the detailed skin texturing and the specular light reflections.  Make sure to view them full size.




Apoculust

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Re: Subsurface Scattering and Bump Mapped Skin
« Reply #3 on: March 22, 2015, 10:55:59 PM »
I have no idea what I'm doing with this SSS shader, but the more I mess around with it, the better it looks.
I'm still having some trouble with the models not looking so great from certain light angles.  Maybe I need to use a different lighting setup, right now its just 1 directional light.
Here's some newer examples, notice the detailed skin texturing and the specular light reflections.  Make sure to view them full size.





Drying it up will make all the difference.

PornulusRift

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Re: Subsurface Scattering and Bump Mapped Skin
« Reply #4 on: March 23, 2015, 12:54:29 AM »
I have no idea what I'm doing with this SSS shader, but the more I mess around with it, the better it looks.
I'm still having some trouble with the models not looking so great from certain light angles.  Maybe I need to use a different lighting setup, right now its just 1 directional light.
Here's some newer examples, notice the detailed skin texturing and the specular light reflections.  Make sure to view them full size.





Drying it up will make all the difference.

You don't like the wet oiled up look?  That was kind of the point of the specular shader.  The first images (coarse and fine) were without the specular.  I can adjust the shine and tone it down some.

PornulusRift

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poronicz

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Re: Subsurface Scattering and Bump Mapped Skin
« Reply #6 on: April 02, 2015, 04:15:12 AM »
I really like that shader, looks nice.

Getting pretty bad performance in that demo though, only about 30~40fps compared to others.

PornulusRift

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Re: Subsurface Scattering and Bump Mapped Skin
« Reply #7 on: April 04, 2015, 04:40:43 AM »
Thanks, I think the performance is a combination of the new shader, and that there are 3 models in the scene at once.  The polygon counts on these models are pretty high.  Setting up the SSS shaders are really difficult, tedious, and time consuming.  And it looks like people prefer the normal anime look a bit more from the poll on my blog.  So I will probably stick with the normal anime shaders in the future.  Maybe I will release a few more single model demos with SSS, but its just too much work to add it to all my demos with the amount of time I have to work on them.

 

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