Join Brian Bradley for an in-depth discussion in this video New simplified skin shader, part of V-Ray 3.0 for 3ds Max Essential Training.
- If you are a regular subscriber to the lynda.com online training library you may already have watched the V-Ray two version of this course released way back in March 2012. If so you will be acquainted with our character head here, which in that course was textured using the same VRayFastSSS2 material as we see here. The only difference in this instance being that we're making use now of the skin pink preset found in the general parameters rollout. The resulting render from this setup, if I just take a look at the image already captured in the V-Ray frame buffer, looks for a skin preset fairly decent.
The problem however comes should we want to tweak and (mumbling) direct our skin material in some way. Because if I open up the Material Editor and come into the Skin tab you can see when I select the material that the controls made available to us aren't really designed specifically with the creation of skin in mind. In other words, the terminology used in the material controls aren't skin or anatomy specific, and so would probably take us quite a while and quite a bit of trial and error in order to figure out which options are going to be useful.
By way of contrast, if I just drag a VRaySkinMaterial onto the canvas you see that the terminology used in the sections controlling coloration in the scattering are really easy to understand. Referring as they do to the color that will be scattering at certain levels below the skin's surface. So Shallow, Medium, and Deep. To take a look at how this material will render let's save our existing image to the history list, apply the skin material to the geometry and then go ahead and take a render.
Now whilst what we initially get isn't, to my eye at least, quite as natural looking as the FastSSS2 version, tweaking it should be a whole lot easier. So let's first of all save what we have and then make a stab at doing that. The first thing I would want to alter would be the reflectivity levels that we are seeing here. If a really oily, shiny skin is what I'm trying to create then what we have might be okay. As I want something a little more standard or natural looking I'm going to dial the Primary reflection amount down to something like 0.5, so we still have reflectivity, as all skin does, but quite a bit more subdued than we are currently seeing.
I'm also not really liking the fake tan, or orange cast that the skin currently has, which I suspect is coming from this orange looking Medium scattering color. We could decrease the impact of this by lowering the medium amount, dropping it to something like 0.5, or we could, as I will here, click on the medium color swatch and drop the saturation value down to something around about 115. And then rendering once again in order to compare what we have.
Well what we get now looks less like fake tan and a little more like the pink skin preset coloration that I liked from the FastSSS2 material. We could even add a little more red to the Shallow scattering color now in order to create a bit of a high blood pressure or maybe even sunburnt look to the skin. Now of course, dealing with solid colors and single number values as we have here will only ever be useful when working with cartoon style characters. To add serious realism to the V-Ray skin material we would want to start breaking up scatter colors and reflection amounts by adding control maps to the appropriate channels down in the maps rollout.
Only then would we be able to create ultra-realistic looking characters, such as this image found on the V-Ray for 3ds Max Features page at v-ray.com.
- Using the new UI elements, Quick Settings, and revamped Frame Buffer
- Understanding color mapping modes
- Adding V-Ray light types
- Working with the V-Ray Sun and Sky systems and dome light
- Using irradiance mapping and light cache
- Working with diffuse color maps
- Making reflective materials
- Creating a translucency effect
- Using the new SSS and skin shaders
- Ensuring quality with image sampling
- Working with the adaptive subdivision engine
- Controlling the physical camera
- Working with FX tools such as VRayFur and VRayMetaball
- Stereoscopic 3D rendering
- Using Render Mask
Skill Level Intermediate
Q: This course was updated on 02/02/2016. What changed?
A: We added tutorials on the new 3ds Max camera tool, which replaces the defunct V-Ray Physical Camera. The author also includes a method for creating a V-Ray camera via scripting.
Q: This course was updated on 04/19/2018. What changed?
A: New videos were added that cover V-Ray 3.1 to 3.3 updates.
SketchUp: Rendering with V-Ray 3with Brian Bradley4h 15m Intermediate
V-Ray: Control Color Bleed in SketchUpwith Brian Bradley1h 2m Intermediate
Introduction and Important Information
V-Ray 3.1 to 3.3 Updates
V-Ray 3.4 to 3.6 Updates
1. Getting Ready to Render with V-Ray
2. Key Lighting Tools
3. Global Illumination
4. V-Ray Materials and Maps
5. Quality Control with Image Sampling
6. Working with Cameras: The V-Ray Physical Camera
7. Working with Cameras: V-Ray 3 & the 3ds Max Physical Camera
8. The V-Ray FX Tools
What's next?1m 47s
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