V4 Wet Skin Shader Downloads

The effect is done with 'SkinVue V4 Wet Skin Shader' which I got at Renderosity several years back. It's probably one of the most realistic wet skin shaders, I think.

Skin Shader Textures The textures used on the character's skin are all at 4K resolution and were originally produced from facial scans of the actor. The textures were then cleaned up and tweaked by artists at Epic. This skin setup utilizes five total texture maps: diffuse, roughness, specularity, scatter, and normal. Texture Name Description Diffuse The diffuse map supplies the Base Color for the Material. At 4K, you can see the tiny capillaries just underneath the surface. Any darkening of wrinkles will accentuate the texture supplied by the normal map. ( UE4_Demo_Head_D) Roughness The roughness map is stored within the alpha channel of the diffuse texture.

This is a common technique used to minimize the amount of textures in use. Note that the roughness increases within pores and wrinkles. This causes those areas to appear less shiny, accentuating the look of depth provided by the diffuse and normal map. Also note that the hair texture on the head is pushed out to fully rough (1.0) this prevents any stray specular highlights from the scalp, which will give a much more significant sense of depth to the hair. ( UE4_Demo_Head_D) Specular The specular map scales the amount of specular highlight visible across the surface of the skin. It is important to note that the default value for specularity is 0.5.

This map boosts specularity at areas where the skin may be stretched a bit tighter, and dampens it in areas where we don't want to see reflection, such as the center of pores and within wrinkles. ( CH2_exp04_merged_spec_f_FC_FINAL) Scatter The scatter map controls how much light is going to be scattered through the surface of the skin.

Areas that are dark will exhibit very little scatter, such as the cheeks, while lighter areas will have higher amounts of perceived scatter, such as the nose and ears. The color of the scatter is managed by the ( UE4_Demo_Head_BackScatter) Normal The normal map works as expected in typical material setups, supplying the tactile texture to the surface by perturbing pixel normals. There is nothing out of the ordinary in its setup for this example. ( UE4_Demo_Head__normals).

• The lighter hair represents the primary specular highlight. The brighter red hair represents the secondary specular highlight. The approximation algorithm used in UE4's hair shader creates these effects in a similar manner to how they are made in the real world.

As light strikes the surface of a hair follicle, it does not simply bounce off. Now tv keygen generator crack. Hair is translucent, allowing some light to pass through it, to potentially bounce around inside it, then exit. The hair shader approximates this with three possible paths for light to travel as it interacts with hair, as shown in the animated GIF diagram below. Zedna tronic cbt 0201 manual instructions. Cross section of single hair follicle showing how the hair shader approximates interaction with light, demonstrating the three primary types of paths light will take. See the table below for descriptions of each part of the process. Number Description • The growth (root to tip) direction of the hair follicle.