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a guide to
skin material
in zbrush &
single pass bpr by Pablo Munoz Gomez
BONUS
repurposing
the SKIN MTL
Including
for rendering resources
creatures
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
Research Dry:
I didn’t want to bore you too much with the research Thin
behind this tutorial so I decided to filter the information almost invisible pores
into what I consider to be the most relevant bits. Dull and rough
prompt to crack and peel... more wrinkles
Skin types
I have used many skin types in this project as well as
making new skin types by mixing several of the ones I
have made. For practical purposes, I will mention the
two fundamental types: dry and oily.
The above descriptions are concise but the main things Tip: If you are modelling a face with large pores and
we need to know from each type are: skin bumps, they are less likely to be located around the
eyes and neck.
Oily:
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
this, especially if you have worked with subsurface this is a property that in nature, almost all materials
scattering materials. Let’s see how knowing these skin have (to different degrees). The way it works (in a
layers will help us with ZBrush BPR render. very simplified way) is that when the rays of light hit
the surfaces of a material, a portion of the rays is
There are 3 main layers: reflected and another portions is absorbed.
Epidermis: Outer layer - the surface The light rays that are absorbed by the material, are
Dermis: Middle thicker layer - layer of connective tissue “distributed” inside the object in various directions
Hypodermis: Inner layer - mostly the fat storage before exiting it - this is an easy way to think about
the term scattering and all this, happens under the
surfaces of the object so clearly Sub-Surface is a good
name for it.
Skin pigmentation
These three maps helped me to create something like Skin colour is mainly determined by a substance
this: called Melanin and basically the more of this substance
that a body produces, the darker the skin will be. Of
Knowing this is course this is the result of natural selection and in a great
very useful and deal to protect the body from Ultra Violet rays. The dark
when implemented skin protects the body from UV rays much better than
correctly, it give lighter skin.
amazing results.
The way that There is an interesting article that you can read if you’re
ZBrush does SSS interested about pigmentation, it is a bit dense but it help
is a bit differently me to understand a couple of things:
though, so let’s see
if I can explain how Zonios, George., Bykowski, Julie., and Kollias, Nikiforos.
SSS works a bit (2001) Skin Melanin, Hemoglobin, and Light Scattering
better: Properties can be Quantitatively Assessed In Vivo
Using Diffuse Reflectance Spectroscopy, Journal of
First let’s get Investigative Dermatology, 117, 1452–1457.
the meaning of
SSS out of the For this tutorial, here is what I think is useful: Dark-skin
way. SSS stands protects the body better than the light-skin from the
for Sub-Surface UV rays.
Scattering, and
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
You are probably familiar with this but let’s take a look
Creating the at it anyway to understand how this works could help
you enhance the effect of realistic skin with the BPR
Skin Material single pass.
We are getting closer to the good stuff, so in this section The Wax Preview is very cool, I like it because you can
I will guide you thought my process of creating see the effect in real time while you are modelling and
materials in ZBrush. If you have read my previous if you know how to tweak it, you could get a very nice
tutorial on WET CLAY, you might already have an insight looking skin material with nothing more than this.
on my work-flow, therefore the intro to the materials However, sometimes the Wax Preview render could
section in this tutorial will be brief (you can refer back to work against you. I have seen very nice and detailed
the WET CLAY tutorial if you want, because the process sculptures that overuse the effect and end up loosing
of creating a material is the same). contrast and definition.
Bottom line, this will be a step by step tutorial showing In this following section, I will show you some practical
you how I created a very specific thing: A ZBrush examples of each one of the attributes for the wax
skin shader for single pass render using Best- preview render. If you would like to test this yourself as
Preview Render. What this means is that this method you read it, make sure you turn it on from the render
will probably give you great results when rendering skin properties AND make sure that the strength slider from
with ZBrush BPR, but it might not be the ideal material to the materials wax modifier is more than 0.
use during the modelling phase or to render other type of
materials.
With all the testing that I have done with MatCaps and
Standard Materials I realised that in most cases (and
also depending on what effect you are after), when you
tweaked a MatCap to the point you are happy with and
then you added a colour or texture map, the result was
somehow inconsistent. With a standard material, on the
contrary, if a colourless model looks good with just the
material, when a polypaint layer or texture is applied the
render, will look much better!
Understanding the Wax Preview Fresnel allows you to move the wax effect so it faces
the camera or you can shift it to be angled away from
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
the camera. The exponent multiplys the intensity of the 1. I like to work with small document while I create
effect. the shader so I can render it fast; I change my
document size to: 1080 w X 720 h and drag the head
tool onto the canvas.
You can also combine the Fresnel effect with the 2. The tool has polypaint which you won’t need at this
Radius. The Radius allows you to spread the wax effect point, so make sure it is off (not visible) and assign
so if you set the value very low you end up with a very the model a Quadshader (at the bottom, from the
sharp effect. material library).
Open up a new document to start fresh and load the Now, before we continue there are a couple of things
Pablander_head.ZTL, it should come up in the lowest you might want to know (in case you don’t) about the
subdivision level. If you want, you can use your own QuadShader. First thing you will notice is that it looks
model, but I suggest you follow the tutorial with the like the model is overexposed, instinctively you may try
model I shared, just so you can see precisely what I will to lower the intensity of the light BUT DONT! The shader
show you through the steps and match the results you looks like that by default. The 4 “slots” that make the
will be getting. This first steps do not need to be in shader are ON, so the effect of the shader is being
this order but I usually start like this: multiplied by 4. And, the other thing you might notice
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
is that the attributes of the QuadShader are the same Turn off all the shaders except the first one, I will
as the ZBrush default SkinShade4, so why is the only talk about the shader attributes necessary to
QuadShader more suitable for what we are trying to do? create this skin material but if you want a bit more info
of what each one of the sliders do, check the ZBrush
Well, put it this way: you can tweak the SkinShade4 documentation or my previous tutorial that talks about
and get pretty good results already so with the the wet clay material.
QuadShader you have 4 times more control. This
will make more sense as we progress. Also to Set the Ambient slider
avoid confusion I will refer to the QuadShader, from now between 20 to 25 and the
on, as Skin Material, because each one of the “Slots” diffuse all the way to 100.
inside the Material are actually Shaders. The idea is that this Shader
1 is going to be the colour/
4. Go ahead and open up the left tray dock in the texture of our material.
Materials palette and expand the modifiers of the Also, for this shader, I
material, turn off the shaders, one at a time, and you tweaked the diffuse curve to
will see the effect getting less and less strong. look like this.
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
Let’s try to keep things as simple as possible, so the last thing I changed for the diffuse
shader was the specular: I gave it 2 points in the specular slider and tweaked the curve to
be smoother:
I also like the specular colour to always be white. To do this, I changed the colorise
specular slider to be 100 and selected white for the specular colour. Finally, I added a bit
to the high dynamic range modifier.
You might notice that the model looks overexposed, almost as white as it was when you first
applied the Quadshader. Don’t panic, this is intentional, turn on the polypaint by clicking
on Colorise. You’ll see that the texture looks OK on the model. Leave it on for now, and
we just need to tweak a couple more of sliders that I’ve found to be very useful, but are
not that popular.
They are the Anisotropic Diffuse and the Anisotropic Specular, you can easily achieve the same velvet effect
I mentioned earlier by changing this attribute because what it does, is shift the effect of the diffuse (or specular)
shader across the model. So, 0 means there is no effect and 100 means is completely inverted, I left the
Anisotropic Diffuse at 0.28 and the Anisotropic Specular at 0.19.
You won’t see much difference by changing the specular This is exactly what we need to see at this point,
slider because we only added 2 points to the slider, so it almost a flat texture with not a lot of shadows and
will be very subtle. very few contrast areas. Kind of an in-between a
contrasted diffuse shader and a completely flat shader.
That’s it for the first shader, 3 more to go. If you hit BPR
right now you should get something like this:
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
type and oily skin type (this way you can save a generic material that is easier to tweak depending on the nature of
your future projects).
The specular or “shininess” of the skin is achieve by adding a specular shader to our current material, which so
far has the diffuse shader we just built and 3 more generic shaders. First, let’s set up the model so we can easily
judge the contribution of the specular by itself... Turn off polypaint, turn off the diffuse shader (click on the little
dot from the slot 1 of the material) and turn on the shader 3. The shader 3 will be the specular we are going to keep
shader 4 for the SSS contributions and shader 2 for an extra cool effect.
From this shader we are only interested in the specular. Go ahead and slide the ambient and diffuse attributes
down to 0.
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
Great you should have a black model with some shiny more trick I would like to share with you, and it’s again
white bits, this is what we are after because the idea is to using the Anisotropic Specular slider.
modify JUST the specularity and “nothing else matters”
(for this shader). However, you might notice that the Zoom into the model and change the values of
model is not completely black and some volumes the slider up or down to see the effect, this is just
are still recognisable, this is because by default, the shifting the material’s specular but be careful not
ambient light from the light palette should be on. to overdo it, this needs to be very subtle. Here is
We haven’t got into lights yet, but for now turn it to 0 too. a comparison between 0 and the value I decide to
use.
Now we are going to use the specular slider OK, last but not least, we need to define the way our
to determine the intensity of the shiny bits and the specular shader is going to interact with the previously
specular curve to define how “oily” or how “dry” the created diffuse shader.
skin is going to be.
Go back to the front view you set at the beginning...
Document > ZAppLink Properties > Front.
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
I’ll explain a bit more what areas so the rest can go).
the different sliders from
the mixer are, but for now Try rendering it again you should see the
we are only interested in the difference straight away… And, that’s it for the
blending mode. If you are specular contribution, you might want to change the
familiar with Photoshop and I shininess of the shader later on but for now is good
assume you are, you will see enough to move on to the next shader.
that the blending modes
are almost the same as the Diffuse and Specular recap
Photoshop layers blending modes...
If you were to take a single render of I hope everything makes sense so far, but just in case I
the diffuse we created and a single want to do a recap of the two shaders we have created
render from the specular we created and composite to simplify the process even more, now that you have
those passes in Photoshop by setting the blending mode a better understanding of what they are and how they
to Screen for the specular layer, you will get something interact with each other:
like this:
We have used a QuadShader material with 4 slots
(shaders) and we have used only 2 of those shaders
that form the Material: Shader 1 being the Diffuse
and shader 3 being the specular. We set the mixer
properties of the specular to be screen and enabled
the “black” button so at this point if we render we
should get something that looks like this:
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
a bit more complicated than the two shaders we have shader 4 and click PasteSH.
already made, but I hope this guide will provide you with
an understanding of how to manipulate and leverage the Cool, before anything else, it
power of this effect within ZBrush. Before, we get started would be a good idea to save
let me say a few things about the SSS shader: the material (or the project if
you want) and give it a proper
It will vary from model to model, so if you are using name. From the material
your own head/object to follow this tutorial you will get library simple click on save
different results. and give it a name.
It’s an effect that is dependent on more than just the Also, to speed things up a
shader, which means you need to take into account the bit, since we are going to be
light, the material modifiers and the render properties. dealing with render settings,
light and material modifiers, I suggest you dock the
There is not a magic number or formula that gives light and render palettes to the right tray so you get
perfect and/or consistent result, so you WILL have to something like this:
tweak the SSS settings when using the material with
another model as well as in other projects.
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
think about dermis and epidermis you probably think as The next two sliders, Inner Blend and Outer Blend are
layers with different thickness but the inner and outer actually the attributes of this shader that I prefer to use.
attributes work based on the canvas view and the The Inner Blend uses the same principle of the facing
normals of your model, for example: in this sphere, I ratio but it blends the colour set in the InnerBlend picker,
have set the inner value to 1 and left the outer to -1. so if you move the slider to 1 you’ll see the effect:
Basically, forget about layers and think about facing Keep in mind that these results are also depending on
ratio. The facing ratio is usually known as the Fresnel the number set in the Fresnel factor (currently set at 1),
Effect and almost all materials in nature produce you can narrow the effect or make the outer and inner
this effect to different degrees. Briefly speaking, the colour spread over the model even more by changing
Fresnel Effect is a set of mathematical equations the Fresnel value. You can even invert the effect by
use to described how the light behaves when it setting negative values:
travels between mediums with different IOR (Index
of refraction). This effect is clearly visible in materials
such as glass, water and/or metal. Let’s put things into
context and see how using it can help the skin material
we are building...
We’ll tweak these later, at the moment I’m just showing
One of the main features I listed before about the skin you what each attribute does... Now, look what happens
is obviously the Translucency, and the translucency if we set the inner additive to -1, the outer additive to
is really the SSS effect (how the light is scattered in 1 as well as setting the inner blend to 0 and the outer
translucent materials). The FresnelOverlay shader blend to 1:
we are using is the best option we have to recreate this
effect since it allow us to play with the facing ratio for
the material by tweaking its inner and outer values. In
the skin material, the inner value will be “yellowish” while
the outer will be “reddish”.
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
Basically ZBrush is Blending the outer additive colour Try making a BPR render after enabling the SSS....
(red) with the outer blend colour (blue) making it Nothing happens right? Why not? We have tweaked
purple. This is even more evident if you set the Fresnel the modifiers sliders, enabled the SSS in the light
factor to 0. So the reason I suggest to set the colours palette as well as the render properties, so what are we
in this shader to such vibrant distinctive hues, is to missing? Well, we have set everything in ZBrush for the
be able to see the interaction between them. Blue SSS to happen, but we haven’t defined HOW the SSS
and red makes purple and so on, feel free to try other shaders behave in the Skin Material (remember: when
combinations and you will get pretty cool results. I think we set the blending mode of the specular shader (S3)
you get the idea of what you could do with this shader, to be screen and all that?). We need to go to the Mixer
so let’s get back to the tutorial and onto the next step. sub-palette for the SSS shader (S4) and tell ZBrush to
MIX this shader as SSS by simply dragging the slider,
Next, we are going to set the colours of the inner, outer conveniently called SSS, to 100.
and blends to be a more realistic flesh colour so I choose
something like this:
OK, let’s put the outer blend slider to 1 and all the rest
of the sliders back to 0, including the Fresnel effect. Hit
the BPR button. You should get something that looks like
this:
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
as a whole (when is on), or individually (when is off). So basically because the higher the number you set in
if you have a model made out of multiple subtools, you the Angle value, the more Rays you may need to make
should leave this ON unless you are after some particular the spread effect look smoother. Examples below:
look. Regardless of the number of subtools I have, I
tend to just leave this ON.
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
Hopefully this image will serve as an overview of the If you do a render right now with the values I provided,
VDepth and LDepth sliders: you should get something that looks like the images
below on the left. There is a lot of “spreading” into
the skull, chin, cheekbones, etc. This is intentional FOR
NOW because we will fine tune it from the mixer
inside the material, to get something more like the
image below on the right.
OK, so let’s see how this was done using the mixer for
this SSS shader. Open up the Mixer sub-palette and
for this shader we are going to concentrate on only 2
Finally, you have a little button called “Spd” next to the attributes (that is all we need): The S Exp and blending
LDepth, which stands for Sub-Pixel Depth, I usually leave mode.
it ON because it produces a more accurate SSS effect,
but turning it OFF while testing stuff, will speed up your
renders.
To sum up, these are the best values I found to work for
what I want to achieve:
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
Change the “S Exp” from 1 to 2. What this slider does, achieve different looks (more on this in the bonus
is change the falloff of the SSS effect so the more you section), without altering the SSS or wax preview
increase the number, the narrower it will look, that is the settings.
reason I left the other settings to let the SSS spread quite
a bit, so that we can control it from only one attribute in 2. It adds an extra level of control when we tweak
the mixer. the filters in the rendering section.
Now we need to change the blending mode from I made this shader in the exact same way that I created
normal to add and turn on the Black button. That’s the shader 4 (luckily nothing needs to be altered in
pretty much all we need to change here in the mixer. the render settings) so play with the sliders and get
something that works for you. Like you see in the
previous picture the main slider to change within the
mixer is the Fresnel attribute. If you want the settings I
used, here they are:
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
The 3 point light system is standard but it’s good for what
we need right now. The 3 lights are usually:
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
If you render now, you should have something like The next step is to change the Falloff. This attribute
this (if not, make sure the SSS in render properties and determines how the light is distributed in the space, you
the primary light are enabled again): can think about these properties as the shape of the light
source - how wide or narrow the cone of the lamp is. Set
the Rim light to a lower number like 0.4 and the Fill
light to 5.5.
Hopefully you can now see some of the effect of the Skin
Material working nicely with the light setup. The next
thing I want to do is get rid of those strong shadows
coming from the KEY light and make them more
Now the effect of these two lights is quite obvious but diffused. That is achieved through the render settings.
at the same time it is overly strong. We are going to For this reason, I like to treat Lighting and rendering as
tweak each light separately to get a nice fill and back one section.
lighting effect.
Open up the render palette and we are going to tweak
The aperture determines the diffuse and specular falloff the BPR shadow:
of the light, in other words, how soft or how sharp the
light blends with the dark areas. A number of 1 will
give you very narrow lights and a number of 180 will be
a very diffused light source. From the LightCap settings,
change the aperture of the Rim light (the first one on
the left), to something between 40 and 50. And, for
the second light change the value of it to 100. This
way you are telling ZBrush that you want the light source
1 to be quite narrow (to simulate the Rim light) and the
light source 2 to spread over the model a bit more.
The first two sliders FStrenght and GStrenght control
how strong the shadows are, FStrenght is only
concerned with the casted shadows on the floor. By
turning it to 0.01 you won’t see much difference (unless
you have a floor). The GStrenght on the other hand,
deals with the intensity of the shadows on a global
scale. What this means, is that you can change these
sliders and this will affect the shadows’ strength of
each shader. Huh? Shadows for each shader? What?
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
the material creation which is the environment sub-palette. The reason I avoided it was because it is more relevant
now that we are dealing with rendering settings and also, because it is awesome! So simple, but so powerful. Let me
explain:
Environment Sub-Palette
In the same way each individual shader we created has options in the mixer sub-palette, they also have an area
called Environment that has 3 simple options: Shadow, Ao and vibrant shadows and AO. These attributes are
unique to each shader and the Shadow and Ao slider refer to the strength of those features for each shader. Maybe
an image will illustrate better what I mean. Here are the 4 renders - I switched the Shadow slider to 0 for each one of
the shaders that make up our skin material:
Perhaps the image above gave you a better idea, but if not, I want to explain this in a different way BECAUSE I
really want you to understand these Environment settings. If you didn’t know about it, this is probably the best TIP
you will get out of this tutorial. I’m serious! It blew my mind when I found out about it. It will slightly change the
final look of your renders but you will definitely see the difference in many ways.
TIP: Each one of the shaders we created have different properties and different ways that they mix with each
other in order to create the Skin material, but they all react to the light in the same way (to some extent). The
Environment sub-palette allows you to change the intensity of the shadows for each shader that make up the material
INDIVIDUALLY. The reason I think this is very powerful, is because it lets you “mask out” or lower the influence of
the SSS shader shadows, for example. I can still get the shadows I need but wherever the effect of the SSS is, the
shadows will be less prominent, enhancing the overall look of the render.
Take a look at how it works with practical examples, for image A, I took our KEY light and placed it
behind the model and left all shader environment shadows at 100. For image B, I simply changed
the environment shadows of the specular to a lower number (83) and the SSS shader to 0 nothing else:
So you see how different the renders are and how much more realistic the image B is. In the same way you can
change the Ao (ambient occlusion if it’s enabled from render settings) slider, to affect each material.
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
Finally, the button called Vibrant Shadows and AO if The attributes below rays and angle: Res (Resolution);
turned ON, will give you a vibrant saturated shadow. If Blur; VDepth and LDepth; those were covered in section
you have ever rendered an image that looks like the discussing the BPR SSS sub-palette. These work in
shadows are “burning” or are red towards the edges, the same way. The rest of the settings I generally don’t
here is how you turn that effect OFF. touch, but it is worth mentioning a couple of these briefly,
in case you want to tweak them:
Back to the shadow render settings...
Gamma: this slider will change the “gradient” effect
Now that you know that the Environment shadows between the areas that have shadows and the areas
slider works for each shader individually, it’s easy to that don’t get shadows, lower numbers mean almost
understand what the GStrenght does. Basically, it no gradient and higher numbers refer to almost no
lowers the intensity the shadows on a global scale: shadows.
From the render, I can see 3 things that are not quite
right:
The next sliders are Rays and Angle which work in 1. The SSS effect on the ears is maybe too strong and
the same way as the counterparts from the BPR SSS the red looks like it is almost emitting light.
sub-palette previously discussed so I won’t get into the
details here. Just a quick tip: when you set the Angle FIX: From the mixer, I changed the blending mode
to a high value, you should then increase the number from “add” to “screen” that makes the whole SSS
of rays too in order to contribution less bright.
retain a good quality
render. In this tutorial, I 2. The fake SSS from shader 2 has a
have set the Rays to 60 (I very saturated red and is overriding some shadows.
will change this value to
120 for final render). An FIX: Select the shader 2 and from the Environment
angle of 90 seemed to sub-palette, turn OFF the “Vibrant Shadow and AO”.
work well to achieve the Also, in my case, I wanted to spread the effect of this
look I was going for.
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
Render
At this point I will edit the size of the document to
get a larger image. Go to Document, and change the
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
My filters workflow
I like to start in order, that’s why I enabled the F1 and
turn more filters ON as I go.
12 slots where you can Like I said, I change the strength and opacity to a 100
add filters (so you can add and also change the Radius (first slider from section B)
up to 12 filters. I usually to 25. The Radius is the degree to which the effect of
don’t use them all). the filter is spreading.
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
You can see the effect very well, but what I want now
is to only to sharpen the areas that are closer to
the camera. Here is where the masking I mentioned
before, starts to shine. Change the Depth slider
to something like 0.2. Basically, what we are doing is
telling ZBrush to apply the Sharpen filter based on
the “depth” pass, so the positive values will sharpen F7 - Colorise: I like to use the colorise filter to add a
areas closer to the camera and the negative values will bit of colour to my shadows. I set the blending mode
sharpen the parts of the model furthest from the camera. to Screen, selected a blue colour from the colour picker
and I also did a few things differently from previous
You can also increase the Depth Exp to multiply filters:
the strength of the mask (narrow the effect). And these
concepts apply for the rest the sliders from section B, so 1. I set the Mask slider to 1, this constrains the
you can apply your filters using the SSS as mask or the effect to the mask pass, so you won’t see the blue in
Fresnel effect or Shadows, etc. the background of the canvas.
I then tend to spend some time getting the right 2. I want the colour to primarily affect the dark areas
amount of strength, opacity and altering the radius of of the render, so in other words, I want to make the
the filter: shadows a bit bluish rather than purely black. To do
this, I use the Shadow slider.
Recap:
1. Turn on the filter slot F#.
F8 - Red: I use the
2. Select the type of filter you want. red filter to slightly
enhance the effect of
3. Set strength and opacity to 100 and Radius to the SSS. I used the
a higher number than 1 to see the effect of the filter. Fresnel as mask to
achieve those reddish
4. Use the rest of the sliders to decide where and how soft borders and also
the effect is applied. only wherever the SSS
pass is stronger.
5. Tweak the settings back to values that will make the
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
F9 - Red: I use another Red filter to add some colour There is not a massive difference but they do change
to the details in the skin, such as pores. I use the some things. I reckon they help, in general, to make
Cavity slider to limit the filter to those areas. the skin in the render a bit softer and slightly brighter.
The adjustments
Alright we are getting
closer to our final super
setup. The last thing
I want to show you is
the Adjustment, the
last sub-palette from the
render palette. Click
on the button called
“Adjust” to enable the
adjustments. By default,
F10 - Blue: I use the blue filter to add some variations everything is set to 0
to the skin tones so that not all the areas are “red”. I (except gamma that is
basically played around with the masking values until I 1), so you won’t see any
got something that I was happy with. immediate changes like
when you turned ON a
filter previously.
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
Final Thoughts
I really enjoyed creating the material and the setup
as much as I liked writing the tutorial. I tried to keep
everything very informal and casual because I write
based on my notes that I take as I progress on my
projects. However, if at some point you would like
to know more about something in particular or need
any help, feel free to contact me by email or on my
Facebook page, if I can I will always be happy to help.
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
Bonus Material
As I promised here is an extra bit of tutorial where I show you how easy is to modified the material to suit other
needs.
I will be using an alien head which is just a quick Dynamesh sketch with polypaint and I will show you how I
created this:
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
For the specular shader the render looked like this for
this creature.
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A Guide to Skin Material in Zrbush & Single Pass BPR by Pablo Munoz Gomez
Pablo Munoz G.
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