Hi,
I'm trying to build a propper skin shader, but I just can't get it to work correctly. Maybe someone can help me with this? Would be great!!
I imported the tony sculptor skin r20, and it came in like in the first picture. I guess thats not right, or am I wrong? The second specular shader is in the displacement slot of the first shader. I've experienced the same issue with some other live materials. Is this a bug?
So I plugged the second shader to the mix shader, the model got completely black. I guess this is because of the scale of the scatter medium?
I lowered the scale of both scatter mediums and the ears and parts of the nose, where I would like them to scatter started to appear.
At last I mixed the node tree with a glossy shader, which has the body texture applied. Problem with this is that it mixes everything, not only the scattered parts but also the black parts. So the model gets darkened.
Am I totally wrong with my way of doing it???
Propper Skin Shader Help
If you are copying material setup without understanding then this makes no sense. Using other's setups is a great way to learn but only when you know why it is build so.
I would start with blank page and follow the steps below:
1. Make sure Object scale is right. Setting this to too big or too small may lead to unwanted results.
2. Check kernel type. Make sure it's Path trace or PMC.
3. Start with blank node editor. Add Specular material and play with all the settings to see how they react and how they change under different light conditions.
4. Add Scattering medium node and play with it's settings to achieve the result you want.
5. Add Glossy Material for epidermal layer.
6. Add textures. Ideally One for SSS or Transmission color and second for epidermal color.
6. Mix Specular and Glossy material and play with the mix slider.
The attached picture is just with two materials (Specular and Glossy) mixed together.
I would start with blank page and follow the steps below:
1. Make sure Object scale is right. Setting this to too big or too small may lead to unwanted results.
2. Check kernel type. Make sure it's Path trace or PMC.
3. Start with blank node editor. Add Specular material and play with all the settings to see how they react and how they change under different light conditions.
4. Add Scattering medium node and play with it's settings to achieve the result you want.
5. Add Glossy Material for epidermal layer.
6. Add textures. Ideally One for SSS or Transmission color and second for epidermal color.
6. Mix Specular and Glossy material and play with the mix slider.
The attached picture is just with two materials (Specular and Glossy) mixed together.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
Hi Oblivion,
I did what I explained above. Nothing more. If you follow my steps you'll achieve the same
I did what I explained above. Nothing more. If you follow my steps you'll achieve the same

CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
- UnCommonGrafx
- Posts: 199
- Joined: Wed Mar 13, 2013 9:14 pm
It works.
Thanks for the setup.
Thanks for the setup.
i7-4770K, 32gb ram, windows 8.1, GTX Titan and gt 620 for display