Procedural skin? Tips and tricks?



  • Just for the fun of it, I managed to rustle up a fairly passable procedural skin texture for Dodger's new Elizabeth. I even went so far as to grow dynamic eyebrows on her, to keep it as procedural as possible. The only thing here with a texture map (except the hair) is the iris.
    0_1539034831103_bf3272ea-1476-44cf-ad40-61214b28d0d1-image.png
    But ... I'd like some freckles ext.

    I tried making some in a new layer, but that ended badly - she got a weird birthmark on her cheek, and that was it :/

    So how would I go about putting some freckles on her? And IS there any way to control it other than some sort of map? I'm not opposed to maps at all, but it's fun to do it all inside Poser ;) (also if someone has the magic recipe for a believable procedural iris ...)

    The very basic material:
    0_1539034850881_7ead51c3-35b2-4131-817e-70e04b5da515-image.png


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    This is very interesting. It would be a curious challenge to make an entire figure in procedural shaders and bypass maps entirely. Not sure it is possible, particularly with the eyes ... but interesting to see what can be done.



  • @boni said in Procedural skin? Tips and tricks?:

    This is very interesting. It would be a curious challenge to make an entire figure in procedural shaders and bypass maps entirely. Not sure it is possible, particularly with the eyes ... but interesting to see what can be done.

    If the UV has multiple maps then care would need to be taken to handle different scales, also seams might be an issue



  • This kind of facility was the premise of the Real Skin shaders and Unimesh Realism Kits developed by face_off (Paul Kinane) back in the Poser 6 days. I helped him to develop the Mac configuration dialogs and port of these scripts, since they were initially Tkinter UI and hence PC only at the time. We now have EZSkin, which also deals with this kind of treatment.

    Where procedural skin treatments currently need help, though face_off did address this through special combined channel maps, is that skin is not all one thickness, so you really do need maps to modulate specularity, skin thickness for sub-surface scattering, freckle and other blemish density, wrinkles at joints and other skin creases, pigmentation variation, etc. By which time you've done as much work on maps as you would with any standard set of diffuse, bump and specular maps, though bump and specular are the least well developed resources in the Poserverse due to the difficulty in accurately sampling them from real subjects without specialist equipment, and the complete misapprehension that they can be derived in any meaningful way from the diffuse maps by simple desaturation.



  • I use 0.5, 0.3, and 0.2 for the scatter R G B respectively, if I use scatter



  • As per usual, I seem to remember a very long thread on RDNA about this very subject, but of course that isn't a lot of help, although I also think they may be one hidden away on Renderosity, but can't locate it ATM



  • @tastiger well, most of my Cycles shader understand comes from the Bledner 3D world, to be honest.