MaterialSSS

MaterialSSS is a skin expression.

NV is used effectively for the calculation of skin transparency.

This section describes settings for the MatterialSSS material sample.

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Note: When looking at this sample, be sure to confirm that there are fragment lights in the scene.
Be sure to create fragment lights if there are none.

Material Settings

Click on sss_mat displayed on the CreativeStudio Contents panel to open the material Properties panel.

General

Check the General tab on the material Properties panel.

The lighting setting is set to Fragment lighting.

This indicates that fragment lights are rendered using a lookup table for MaterialSSS.

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Note: Rendering settings must be changed to match the light being used.

Color Settings

Check the Color tab on the material Properties panel.

Specular 0 is set to gray for MasterialSSS.

This setting is used to adjust the specular used by Distribution 0 in the lookup table.

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Fragment Settings

Check the Fragment tab on the material Properties panel.

The layer configuration of the fragment shader for MaterialSSS is Layer configuration 4.

This setting enables the use of lookup tables for Spot, Reflection (R), Reflection (G), Reflection (B), Distribution 0, and Distribution 1.

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For details on layer configurations, click here.

Checking lookup tables

Check lookup table sets and elements used by lookup tables.

Lookup table set

LookupTableSetContentCtr0 is selected for the lookup table set.

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Note: The lookup table set manages created lookup tables as a set.
Clicking on LookupTableSetContentCtr0 displayed on the CreativeStudio Contents panel displays the lookup table Properties panel, where you can check the lookup tables being managed.

Comp.

Next, check lookup table elements.

Reflection R, Reflection G, Reflection B, Distribution 0 and Distribution 1 are set for MaterialSSS.

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The lookup tables sss_reflectance_r, sss_reflectance_g and sss_reflectance_b represent changes in the skin color due to light shadows.

The lookup tables sss_distribution0 and sss_distribution1 adjust the distribution of strong light.

Input angle

Next, check the input angle.

MaterialSSS uses the input angles given below for each element.

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Reflectance R, Reflectance G, and Reflectance B use input angle LN

Input angle LN is a diffuse expression.

It expresses the effect of the model being bathed in light.

With MaterialSSS, the skin color changes as you go from where strong light strikes it to where light does not strike it.

Distribution 0 uses input angle NH

Distribution 0 distributes the color of Specular 0 using the input angle NH.

A weak specular for the skin can be expressed by adjusting the flat curve of the sample.

Distribution 1 uses input angle NV

Checking the reflection factor for Distribution 1 adjusts the color distribution of Reflectance (R), Reflectance (G) and Reflectance (B), but not that of Specular 1.

NV creates a flow of light from the camera front to the edge of the model.

Texture combiners

Check texture combiners.

Combiner 0 color is set for MaterialSSS.

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Setting Settings
Formula A
A: Source 0 Secondary color

This setting indicates that the secondary color will be used as is.

Note: The output result of the vertex shader is used for Source 1 and Source 2. However, there is no effect on the model because the result is not used by the calculation formula.

Checking lookup tables

Check the CurveEditor panel for the lookup tables actually used with MaterialSSS.

Select LookupTableSetContentCtr0 located on the Creative Studio Contents panel.

While in the state described, select Window > Curve editor... from the menu bar to open the CurveEditor panel.

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sss_reflectance_r / g / b settings

Select sss_reflectance_r/g/b displayed on the CurveEditor panel to check their curves.

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This expresses changes in skin color to match changes in shading.

sss_distribution0

Select sss_distribution0 displayed on the CurveEditor panel to check its curve.

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This curve is used to make weak specular expressions for the skin.

sss_distribution1

Select sss_distribution1 displayed on the CurveEditor panel to check its curve.

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The transparency of the skin as seen from the viewpoint is expressed by adjusting Relectance (R), Reflectance (G) and Reflectance (B).

Tip:
This curve sets an expression where the far edge darkens.
Because the front side is transparent and the far edge is not transparent, the center appears brighter as a result.
If further adjustment to the curve is made to make the far edge of the model brighter, an expression where light leaks out from the far edge of the semi-transparent skin is possible.


CONFIDENTIAL