MB-Lab
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SubSurface Scattering (SSS) Research
Looking around the Blender Devtalk site I came upon a post related to SSS - https://devtalk.blender.org/t/better-explained-sss-with-presets/14351
The reason for this issue is that the SSS radius of MB-Lab Skin may be incorrect at this moment.
Currently the SSS radius values are being controlled by the Scale Vector Math node
Here is the table of reference.
Here I have created a render using the current values
Here is the modified version using the above table as a reference using the "Skin 2" values
There is not much difference but you can tell, possibly going to change this for release.
Here in a more "natural" lighting using an HDRI, the "default" SSS radius setting in MB-Lab
And the changed values using the same HDRI.
Again, not much of a difference BUT...
What is interesting to note is that on Toon Girl, I plugged in these values and got this...
EEVEE screenshot
Cycles Screenshot
So on the Toon Girl model the above SSS chart is coming in REAL handy!
For those having trouble, as I am, seeing the difference between those two “natural lighting” examples above, try downloading them and viewing the difference, for example with G’MIC:
gmic 87250550-3c264400-c42b-11ea-824e-7ce649815598.png 87250816-24e85600-c42d-11ea-9700-98f557cbb345.png sub equalize normalize 0,255 output diff.png
is the
diff.png
I produced. I think you can ignore the coloured noise over most of the face, but note the highlights around the eyes and lips.
For those interested I have changed the SSS method from Christensen-Burley to Random Walk.
This gets rid of the glowing red effect seen around the eyes.