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 Hey guys I am posting the tutorial 1 day early! In this new Patreon Course I go over skin shading in Redshift and the SSS features. This has been requested by a lot of users so I decided to cover it all. This tutorial will go over the rsMaterial SSS options for both single & multiple sub-surface scattering and will also touch on the other dedicated SSS nodes like the rsSSS and rsSkin and also why I prefer to use the Redshift uber shader the rsMaterial for all of my SSS needs. You can download the files below in a ZIP.

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Patreon Course - #9 - Redshift SSS & Skin Shading

Hey guys! In this new Patreon Course I go over skin shading in Redshift and the SSS features. This has been requested by a lot of users so I decided to cover it all.

Comments

paul silcox

Awesome shader, thanks Saul.

Anonymous

Thanks Saul, I did this with C4D and got the best results. Question, how did you get the pupils and irises? My texture only has the sclera. The filename for this material is Eye_Outter_Color_01.

Saul Espinosa

Hi Mike, the pupil is actually a circular ramp mapped to the opacity of the eye texture that's how the original digital family was setup.

Anonymous

hi Saul! Great tutorial! Have a question about the SSS Layers in the shader...do they work a bit like a "traditional" skin layers as in epdidermal, sub dermal etc. ? for instance is layer one the "top" layer , layer 2 the "middle" and layer 3 the bottom layer? and is it really ok to just get away with one map? thankls!!!

Saul Espinosa

Hi Oliver, I typically just go with a single diffuse and a single subsurface. The old 3 layer system is starting to be deprecated in many render engines (Arnold and Renderman) that is not to say you "can't" do a 3 layer skin shader setup but in general it is becoming overkill for the more modern SSS algorithms. That said the current Redshift Ray-traced SSS method uses a version of the di-pooe diffusion model very similar to the ALsurface shader SSS system. It can work both ways but for greater accuracy you can still include manually painted fat layers etc for different skin layers or you could just approach it with a single diffuse and single subsurface. Either one works at this point. Once Redshift has random walk SSS then it will be even better to just use a single layer.

Anonymous

Cool thanks Saul, awesome!

Anonymous

Hello, In this tutorial (time frame 17:53) you talk also about using subsurface maps but how to use those as i do have those painted using Mari? As Layers in Material node "Sub-Surface Multiple Scattering" does not have option to plug in textures.

Saul Espinosa

Don't use that node, that node isnt meant for that. Like I mention in this tutorial only use the rsMaterial, its the most powerful node and can do everything you could ever want with it. Inside the rsMaterial you would use the Multiple Sub-Surface scattering and that has 3 options each for a different "depth" but technically you will be fine by just using the first layer.

Anonymous

Thnx for trying to help me. I am doing this look dev process first time. Seems that i have another issue. When i load in my textures i get my model totaly dark brown / red. What do you think what causes this? Please see video where i try to explain it. I hope you can help me. Best regards Tanel <a href="https://www.youtube.com/watch?v=hYU2M4zPdBw&amp;feature=youtu.be" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=hYU2M4zPdBw&amp;feature=youtu.be</a> Edit! Update: but now fo some reason when i re-start ipr rendering it displays better i duno what causes this.

Saul Espinosa

From the video it looks like your Mari textures are all in Linear space correct? If so you also need to activate in the Redshift Texture node Gamma Override 1.0. This lets Redshift know the texture inputs are linear files. You also must always do this for data maps like normals, displacement, bump, roughness and glossiness no matter if its linear map or not. In your case your Tiff files based on what i saw in Mari are in Linear color space so you must use 1.0 gamma which is linear. Also you should use the new Redshift renderview IPR and not the Mplay IPR from Houdini, it has speed optimizations to handle faster and better IPR.

Saul Espinosa

Is there any way you can zip up the geometry and the textures? It will be much easier if you can send me the files and I send them back to you to, it also helps me find out whats wrong.

Anonymous

yes i can. Can you e-mail me so i will reply with drop box link. I don`t want to share it here. My mail is cocliosttro.tanel@gmail.com

Anonymous

I sent you an e-mail 2 of those. 1 has my model and base color textures in zip file and another e-mail where is displacement map and hip file what i have. Would love to know what i was doing wrong. Note! if i do not reply right a way i will reply tomorrow. it is almoust 2 at midnight here and got to work tomorrow at 8 am. Hope you can help me out. Best regards Tanel

Saul Espinosa

Check your email, returned the scene file and a screenshot. Just update the file to use your texture location. I also explained a bit regarding the issues i ran into with your setup. Enjoy!

Anonymous

Hey. Would you assist regarding fiew things. I need to cange on my skin shader some things. Need to change where it has more spec and where less (option to plug in those as texture maps). * Specular map primary- Dictates skinn general specularity * Specular map secondary - Dictates where are the oili areas in the face (As you may know skinn is in some areas more oily then others) Also need to find how to add * Mid scatter map - This is layer where i want to paint also veins as i need to paint in veins and they need to be strong. I am able to paint in those in mari but i dont know how to add those to my skin shader. And how to add if i need to add extra aarea where skin shader is going to mix with other material (need to create disease effect area) where it goes smoothly from one to another.

Kevin cease

hi! I'm using redshift in maya. Unfortunately nothing is matching up in my redshift with yours. There is no "RSColorMix" and, I cannot connect my color correction texture node to the SS layer 1 color slot. It only allows for "SS extinction coeff" and "SS scatter coeff." Really frustrating!

Saul Espinosa

You can just use the rsColorLayer node it does the same thing and add the color over it. As for the connection of the maps, that's just Maya basics. Maya data channels that go into roughness etc are black and white single channel maps so you can just output the R (red) of the OutColor to it. It's just the way Maya does things.

Anonymous

Hi Saul! In Maya which node would serve as a replacement for the Color mix?

Saul Espinosa

Check the post above you :) but to answer your question you could just use the rsColorLayer, it can mix between two colors and a whole lot more.

Anonymous

oh sorry :( I had not read the previous comments, thank you very much for the reply! I have another question, I have a scanned head of 3D Scan Store and it has 2 maps of normal and one of those is a Micro Normal, but it is a texture without Uvs, how could I use that when mixing it with the normal map?