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    This issues question is tackled by Adam Watkins, the

    Director of Computer Graphic Arts at the University of the

    Incarnate Word (www.cgauiw.com) in San Antonio, Texas

    G

    etting skin to look right is tricky. It might seem as

    though it should be an easy task its just a bit of

    orange, tan, olive or brown together with some

    good lighting, right? Well, not quite. The problem

    with most materials built into Cinema 4Dis that they act as opaquesurfaces that provide highlights that are not based upon reflection,

    but on the often fake-looking Specular channel. The results as can

    be seen in left-hand image above have a dead look to them.

    True, the various parts of the face have good surface colour

    (the lips are coloured differently to the cheeks, for example) and the

    lighting helps to define the form. But the result still looks as if the

    colour was spray painted on, or as if the model has too much make-

    up on, obliterating the glow that makes skin look alive.

    There are two main features of Cinema 4Dthat will enable you

    to create good skin materials. The first is its capacity to layer

    materials effectively. The plan here is to work with multiple

    Luminance channels for a single surface. Alt hough C4Ds materials

    system currently allows for Fusion and other inner-material layering

    techniques, being able to layer Luminance channels via two

    materials provides much a quicker way to refine the effect.

    The second feature is subsurface scattering (SSS). Subsurface

    scattering is the phenomenon in the real world where light is able to

    penetrate a surface and scatter beneath it. This provides an inner

    glow to such diverse materials as marble, milk and skin. Although

    there are some limitations to C4Ds SSS implementation (it doesnt

    work with global illumination, for example), its still a pretty snazzytool to use and gives skin a visual volume and depth. Because you

    pay a rendering price for activating SSS, however, you may choose

    to go without (we will also look at ways to do this); but if you have

    the processing power, the results are worth it.

    Flat skin is a problem with most 3D applications and a challenge

    for animators who have moved beyond the got-the-shape-and-

    colour-right stage. Even a lot of high-end 3D produced for film has

    this base-heavy look. Effective channel manipulation and material

    layering can bring skin tones to life, and make your renders appear

    to have more depth. For the illustration above, weve applied the

    technique to a simplified, cartoon-style model. This is not supplied

    on the CD, you should substitute your own.

    072 | 3D WORLD3D WORLD September 2006

    Q&A | Realistic skin shading

    FOR

    Cinema 4D

    DIFFICULTY

    Intermediate

    TIME TAKEN

    One hour

    ON THE CD

    Full-size screenshots

    Completed skin shader

    Final animations

    QTVR of finished

    scene

    ALSO REQUIRED

    N/A

    FACTFILE

    Q&ASOLUTIONS / FIXES / ADVICE

    SubmittedbyMartinDonaldson,viatheforums

    QUESTIONOFTHEMONTH

    CINEMA

    CINEMA 4D

    How do you create a believable

    skin shader in Cinema 4D?

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    September 2006 3D WORLD3D WORLD | 073

    Import your head model. Remember to make good

    use of C4Ds HyperNURBS capabilities and do not

    use any more polygons than are needed. The more

    polys you have, the more UVs you will need to fight with

    later; and although this is about constructing materials,

    having a good UV map to begin with goes a long way. Be sure

    to name your objects effectively.

    01

    Because we are going to be using SSS, C4Dwill work

    best with surfaces that it sees as closed. In this

    screenshot, we are looking at the bottom of the

    neck an open neck. To close areas like this off, select the

    edges around the opening and use Structure > Close Polygon

    Hole. Watch for spots you could miss such as the bottom of

    the neck and the nostrils.

    02

    Establish several rings of fill lights (illustrated here

    with white circles). Keep the intensities low. You

    could also do this with global illumination but with

    slower rendering results. You can use alternate lighting

    schemes that match your scene as well; this is just one good

    soft layout set-up. Create one more key light called Highlight

    Light. This will be the hottest light source.

    03

    STAGE ONE |Scene set-up

    Create a new material (named Skin Highlight on the

    sample file). Activate Luminance and Bump and turn

    off all the other channels. Later, the Luminance

    channel of Skin Base will use the SSS capabilities. The

    Luminance of Skin Highlight will enable us to make specific

    adjustments to how the highlight of the surface will work.

    07

    Open the Material Editor for Skin Base. Click the

    Bump channel and click the triangle button next to

    Texture input. Choose Copy Channel. Select Skin

    Highlight in the Material Manager, and in the Material Editor,

    choose Bump, click the Texture triangle and choose Paste

    Channel. This ensures both materials share the same bump.

    08

    Back in the Skin Highlight material, go to the

    Luminance channel and click on the Texture triangle

    button. Choose Sketch > Cel from the drop-down

    menu. You wont be creating a cel-shaded look here, but this

    will allow you to have control over how the luminance of the

    surface moves across that surface as the lighting changes.

    09

    Realistic skin shading | Q&A

    Laying out well-spaced UVs can be tricky, but it is

    absolutely necessary to create clean textures that

    do not stretch or pinch across the surface. How to do

    so in BodyPaint 3D(C4Ds sister application) is beyond the

    scope of this tutorial, but you might try the UV Unwrap in the

    demo version of modo, or various other UV modification tools

    (many are available free to download on the internet).

    04

    Using either BodyPaint 3Dor Photoshop, paint the

    colour on your UV layout. Do not worry about

    painting in highlights, or simulating any sort of

    SSS just do the basic colour. Remember to vary the skin

    colour across the face for best results skin is never

    monochromatic. Import this image into the Color channel of a

    new material (labelled Skin Base in the scene file on the CD).

    05

    STAGE TWO |Basic material set-up

    A good bump map for the face is important and will

    add visual interest to the SSS. Remember that the

    texture of the face is very different across the

    cheeks than it is across the nose, eyelids and ears. Import

    this into the Bump channel of Skin Base and adjust the Bump

    Strength to your taste. Take several quick renders at this

    stage to get that bump just right.

    06

    STAGE THREE |Highlight material set-up

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    074| 3D WORLD3D WORLD September 2006

    Q&A | Realistic skin shading

    Click on the Cel button (which is now located in the

    Texture input field). This opens the attributes of the

    Cel Shader which will eventually control your

    luminance. In the lower half, deactivate Camera, and activate

    Lights. Then, in the Use Lights section, choose Include and

    drag your Highlight Light from the Objects Manager into the

    Lights section of the Material Editor.

    10

    Expand the Diffuse section (of the Luminance

    channel). Change the Diffuse settings to

    approximate those shown in the screenshot (pink to

    blue) with added colour knots. Change the Interpolation to

    Linear. This will vary depending on the complexion of your

    character. If you have a darker-skinned character, you could

    use more brown in the olive colour palette.

    11

    Assuming you have already applied Skin Base to

    your model, apply Skin Highlight to the same surface

    (drag from the Material Manager to the object in

    Objects Manager). Click on the new Texture Tag in the Objects

    Manager and activate Mix Textures. This will allow the colour

    of Skin Base to show through, but will mix the settings for

    the Luminance and Bump maps that the two materials share.

    12

    Double-click Skin Base in the Material Manager.Activate Luminance, and choose Effects >

    Subsurface Scattering from the Texture drop-down

    menu (triangle button). This will make the skin glow as light

    penetrates it. Although the settings can be a little tricky to

    get right, this is what gives your skin its inner glow.

    13Subsurface scattering is rendering intensive, so tohelp speed up the test renders, create a sphere and

    resize it to approximately the size of your head.

    Ensure you put it in the same space as your head, and then

    hide the head. Apply the Skin Base material to the sphere (do

    not apply the Skin Highlight for now).

    14For the kind of renders were doing now, there is noneed for things like antialiased edges. Open your

    Render Settings, and in the General area turn the

    Antialiasing to None. Also, turn off Transparency and

    Reflection. Be sure to leave Shadow set to All Types so you

    dont have extra light travelling through objects.

    15

    Take a test render at this point to see what the

    default settings do to your sphere. The settings

    for SSS can be a little tricky to get the hang of, and

    will vary from scene to scene, depending on the size of your

    model. You will be able to tell immediately if things are

    not right in the test render. From this point, you can start

    making adjustments.

    16

    Open Skin Base and, in the Luminance channel, click

    the Subsurface Scattering button. The Absorption

    Filter defines the transition from the colour of the

    surface (left) to the colour of the deeper layers of skin (right).

    Change the tab on the right to a colour slightly more

    saturated than your main skin colour. Change the colour on

    the left to blue for light-skinned characters and a greener

    hue for darker-skinned characters.

    17

    Now its time to adjust the Absorption. This will vary

    according to the size of your model, as Absorption

    indicates the depth at which the light is completely

    absorbed. For this rendering, it was set at 10m for a sphere

    that is around 450m in diameter. Adjust and tweak as

    needed, and look for the start of a healthy (although maybe

    slightly purplish) glow.

    18

    STAGE THREE (Continued) |Highlight material set-up

    STAGE FOUR |Working in the SSS

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    September 2006 3D WORLD3D WORLD | 075

    Realistic skin shading | Q&A

    Make sure that both your Skin Base and Skin

    Highlight are assigned to your face (or other body

    surfaces) and unhide the face. Take some small test

    renderings to see how your work is shaping up. You may find

    areas like the nostrils look transparent, in which case youll

    need to turn down the Scattering Length. Adjust the other

    settings according to your desired results.

    22

    Because this technique is light-dependent, you can

    make all sorts of adjustments along the way to get

    your final look. Remember that things like the

    Absorption Filter are dependent upon the colours being

    visible in the light scattered from the skin, so whiter lights

    will provide more reliable colour results. You can move, adjust

    and animate the lighting set-up: view the movie on the CD to

    see animated lights in motion, how the SSS holds up and how

    the highlight moves across the skin. If you are on a tighter

    render budget, you can cut corners by leaving SSS turned off

    and still get a nice highlight. You can also get quick results

    using ChanLum, a free C4Dchannel shader available at

    www.happyship.com/lab/chanlum/chanlum.html, but SSS is

    still a great tool to make beautiful realistic skin.

    24

    STAGE FOUR (Continued) |Working in the SSS

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    k

    Time to adjust Scattering Length. This setting

    defines exactly how far the dispersed light scatters

    across the subsurface. Too deep, and things get too

    washed out across the surface; too shallow, however, and

    you dont really need SSS in the first place as you wont be

    able to see the results with the naked eye. For this shot, the

    Scattering Length is set to 10m.

    19

    Notice that with SSS, the render can quickly get

    completely washed out. While you want glow, the

    overexposed look should come from the Skin

    Highlight material. Reducing the Strength to somewhere

    around 30% will still give you the pretty effect youre after

    without blasting the skin apart. Tweak this setting to taste,

    based upon your lighting scheme.

    20

    This is where you assign Skin Highlight to the

    sphere and mix the materials. Do this by dragging

    Skin Highlight from the Material Manager on to the

    sphere, and then click Mix Textures and render. You will want

    to do some tweaking here within your materials to get the

    right look. Again, performing test renders on the sphere will

    speed up the process as you dial in different settings.

    21

    STAGE FIVE |Finishing up

    Open your Render Settings again, and turn your

    Antialiasing back on (probably to Geometry).

    Reactivate Transparency and Reflection. This will

    slow your renderings somewhat but will provide the

    considerably crisper results that you will want for your final

    output. Take some renderings at a smaller resolution to see if

    everything still holds up.

    23

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