WEBVTT

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Welcome to subsurface scattering.

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Now what is subsurface scattering.

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Well it's a node that was recently introduced into a blender that allows us to mimic a certain affect

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of indirect lighting.

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So long it would penetrate a surface of an object in real life.

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So whether it's a wax candle a glass of milk or even the human skin light doesn't just hit the surface

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and bounce off it as she goes into the surface and that scatters within the surface before leaving the

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skin again.

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So the light enters them arterial and then it is scattered in the material by a certain amount depending

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on certain parameters.

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Some light leaves the surface at different points in which it entered.

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Now the more the distance that the light travels before exiting the more it will be absorbed so you

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will have less of an effect when it's thick vs. when it's thin.

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So thicker areas will absorb more than thinner ones.

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Now most shade as we have used so far are an example of direct surface scattering.

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So a diffuse shader is how the surface reacts to light a gloss shade or again is how the surface reacts

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to light subsurface scattering is a form of indirect surface scattering where the light enters the material

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and to give you a real world example of this.

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And I'm sure you might have played with the lights before.

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I'll just show you a small clip now of what happens when a simple hand goes over the top of a lightsource.

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So here we have a simple light.

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I'm using my phone lights here and I've got a piece of cardboard.

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As we approach the actual light itself this is an example of subsurface scattering.

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The light is entering that cardboard and actually being bounced about.

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And if we go and grab my hand as we start to move toward you can now see with the fingertip itself is

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starting to scatter red light.

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And if I move my finger down across the light you can see that the light is coming through the finger.

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In fact down this gap in between the fingers it is in fact subsurface scattering again the light is

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not getting through directly rather than indirectly through the finger.

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So before we go ahead and start playing about with the subsurface scattering though.

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I'll just want to show you these two scenes.

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The only difference between these two scenes is the lighting itself.

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They're just spheres with a subsurface scatting material applied to them.

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The first one has a three point lighting set up.

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The second one you can see is very much extreme.

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The light is to the slightly to the right and behind.

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And it is just a single Sprite spotlight and that produces a dramatically different effect.

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So is important here when we compare the two images that you realize that lighting can make a big impact

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to your scene.

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So it's quite useful to get that right first before you start tweaking your materials because you could

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be tweaking your materials based upon the lighting rather than basing it upon what the actual material

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should be resembling.

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So now we've explored these particular topics let's go play with the subsurface scattering node a rim

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blender.

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So I have gone ahead and opened up a brand new blender file.

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Now there's one important thing that you should know before we get going is that subsurface scattering

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is only supported on GP use from the latest version of Blender which is currently two point seven seven.

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Before that if each trying new subsurface scattering on your GP you you'll end up with it not rendering

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you'll get an error.

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And what will happen is the Rendell come out and it'll just be blank.

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I just popped over to my P.S. In fact the balls that you've just seen I rendered on my p.c and I had

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two point seventy six installed on that particular computer and I had made it on my Mac when over the

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peasey for rendering and found that everything was black had confused me for a few moments until I realized

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that I was just running an older version where the GP who was not supported for subsurface scattering

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the cpq has always been so that's fine.

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So if you are finding your having rendering problems do make sure you've got the latest version of Blender.

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So without any further adieu let's go and delete this cube and add in the monkey.

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Hello Suzanne.

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We're going to then get a subsurface division modifier just to make her a little smoother and add in

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a smooth shading.

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Okay I'm happy with that.

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Let's go ahead now and play with the materials.

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Has a couple of ways that we can obviously get to the materials week.

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We're going to need the node editor in a moment so let's go ahead and open up the node editor.

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There we go.

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And we can create new material on the node editor or in the materials properties over here it doesn't

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matter.

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And once we've created that let's zoom in so you guys can see what's going on and we can see at the

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moment it's got a diffuse shader.

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Now eventually when we build up the actual layers that exist for the skin we're going to use a monkey

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as an example here.

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A We will end up with a diffuse shade.

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But for the moment we can just get rid of it.

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If I had one to get rid of everything just the diffuse shade.

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So just start with that one subsurface scattering shader.

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So under shaders we got subsurface scattering.

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Now sometimes abbreviated to just three S's as well so if you ever see s s s that means sub surface

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scattering.

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And let's turn my view port to rendered mode.

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Now we can already see this compared to diffuse is already getting light coming through certain directions.

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Now not quite sure where my lamp is in the scene so let's just set up the lighting first.

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If I'm going to put the lights almost directly behind Suzanne so we can really see the light basically

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come through the ears to get to the front view.

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Pull that down can't really see much here.

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There we go.

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And I'm going to make that quite bright was going make it five thousand or something so let's just check

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and see what that looks like Okay five thousand is going to be too much.

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Again that's was around to the front.

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Zoom in and see what's going on.

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So we're losing all the detail in the years at five thousand So that is far too bright so we can play

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this to our hearts content 2000 to hyatt's get down to five hundred k.

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That's possibly there.

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Let's drop it to 300 and we can see that light is coming through the chin as well Suzanne here as well

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as the years.

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I am happy with that so.

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And then right click back on Suzanne so I can see the subsurface scattering.

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And there are a series of options there's only one outputs.

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But when it comes to subsurface scattering there's a lot of options.

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So the first option at the top is the fall off.

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Now this is how quickly the light falls off as it goes through.

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And these are just different distributions cubic I believe falls off quick of an Gaussian and I would

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have to look up that one on Wikipedia but approximate as we can see here it's an approximation to physically

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based volumes scattering which is why it's the default setting the colour.

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Well that's like you base colour.

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And that you can get a texture being plugged into here as well if you want to.

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So we say that to whatever colour that is like your base colour for the model itself.

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So if I go ahead and make that slightly peachy we can see that colour of we go make vasseur a deeper

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read it.

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Well it turns red the scale we're going to come back to the scale.

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It's basically a multiplier for these next three options under radius if we cast our eyes over certain

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material properties you'll see it's not collapsed here at all.

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It's literally just three options that you can get to.

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So the radius will come back to in a few moments because the texture blur would only change things if

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you've got a texture plugged in here.

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And normal is for normal maps coming in as well.

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The reason why this has a purple set there's because it has the three values here.

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Now with a radius you'd usually think it was like X Y and Z.

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In this case it isn't.

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These are r.g. devalues something to set the colour back to white for the moment.

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So you get a good representation going to make it pure white so value of one throughout.

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So what we should find here is and I'm going adjust them over here so I don't have to keep having that

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dropped down if I turn the blue channel and the green channel down to zero we should see that it only

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scatters red only red light actually exits.

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The model itself even though the light coming in is white.

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And again if we go ahead make that zero the nothink will come through before we go in at this one because

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it's R G B.

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This should have green light coming through.

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Now we can take a while to actually set these up.

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And truth be told you're not just going to be using one node in order to get a realistic material.

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Those balls we saw earlier were just a one node but our skin is more complex than just one node can

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do.

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Now you can certainly make this into a group and perhaps use it again and again if you wanted to.

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But in general you've got to think of your skin as a series of layers.

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Now with this subsurface scattering the way that I would tend to set this up and it varies from project

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to project would be to duplicate the subsurface scattering.

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Twice.

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So then we've got three layers.

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So I'm going to call this light deep.

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This horn sort of medium and this one's near the surface.

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Now with all shade as we're going to have the user mix shader to put them all together.

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And if you think about the this it's the deepest will be dark ready colour whether the blood is there.

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We've got so like the fatty layer so we'll make that slightly lighter.

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And then we've got the surface of the skin and it well it will depend on the ethnicity of the character

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you're doing but in this case I'm going to stick with myself so I'm going to make that quite light because

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the surfaces of the skin in places can actually be quite light.

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I need to build these up now using some Mc shaders and we also want to add in a diffuse shader along

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with this being mixed and a gloss shade because the surface of the skin does have a bit of spec clarity

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to it.

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And of course that means it's time for a challenge.

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Okay.

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I'd like you to create your nodes set up so you're going to be linking three subsurface shaders representing

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three layers beneath the skin.

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Then link the final two surface layers a diffuse angle of shader.

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So there we've got our indirect and direct scattering use the sand for practice or your own head.

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It doesn't matter at this stage.

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I'm going to be using susanne's if you want to follow along with Suzanne the monkey.

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That's absolutely fine.

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And play with your settings until you're happy.

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Now don't worry about the cloche shader because that might make the model look a bit waxy as if it was

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a are made out of a wax essentially.

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But we'll be dealing with that shortly in Cape balls video and give that a go.

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Okay guys.

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Welcome back.

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Let's go play with these notes.

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Over in blender.

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Okay so just before we start this I know that if we hop into rended mode we've only got one light from

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the back and that's not going to be good to work out whether he's got the colour right.

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So I am going to make this window a wee bit bigger for a moment and let's grab a top view and set some

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duplicate lights just around here.

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I'm not going to worry about setting them up any further than that just to create a a three point lighting

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that's go so they can review and move that round render it out at the end to see what it looks like.

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Kate almost there.

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He fills the frame.

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Oh that's cold back ever so slightly there we go.

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Definitely fills the frame now.

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Let's hop into rended mode and see what it looks like.

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Okay there's much more light in there now.

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I'm happy with that.

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So let's go ahead and start playing with the notes sarve selected the monkey's head again because I

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was still on a lamp.

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So so currently we've only got this subsurface scattering no plug in.

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So let's go ahead and add in a mix shade up pop that's in place there.

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And I'm going to join it here.

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So then we've got these two shaders next to one another.

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Now what we have got here if I look at the radius is it's still a bit funny here.

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And what you'll find is you'll end up with a very very noisy image with subsurface scattering.

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If your settings here in the radius.

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How far light is being scattered is completely different to what happens with the actual base colour.

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So you got a base colour of near enough red here almost pure red looking at it's not quite.

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But it's almost pure red.

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Now we're only scattering.

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Red.

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Green.

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Green light.

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So that's not going to work very well.

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It's going to end up very noisy.

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You're basically confusing the system at that point.

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So if we start scattering some more red and less green because there's no green to scatter.

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We end up with a clean image and the same will have to be applied down here so the radius here are going

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to lower these as we go.

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This go for points to point to.

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I think the other warms a little bit on the high side actually or lower side of number four point three

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here.

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Again these are all things that we can tweak over and over and over again.

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We're going to need another mic shade.

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I'm just going to simply duplicate it and plug in this.

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Now this is going to be the top most layer.

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And we don't want it scattering that much at all.

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So I'm go on the very top but there one just spinning if I'm going to make these values very low so

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still scattering but not very much because that's that represents the layer just under the skin.

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Look at that that's coming together now really well and then zoom in on the head area specially those

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is because they're the thinnest part on this particular model.

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So we can see that coming through.

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Now what you're not really getting at the moment.

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It's it's there but not fully is the detail itself.

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In fact the detail is mainly being shown up because of the three point lighting system rather than anything

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else.

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However we can help that by adding the first surface layer.

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So it's go ahead and hand in a diffuse.

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And we're going to need another MC shader and we'll worry about other things like the values of all

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of this and we've got a colour white here that's going to be too bright.

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I'm going to actually lower it down to roughly what I have on for my skin that's just a rough guess

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there.

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Of course depending on the air from this sea of whatever you're making you can pick any colour you want.

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Hey you can have an alien one if you wanted and colour Him mean green.

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Okay so I'm going to go back to that rough colour I've got here.

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So now we start to see some more detail.

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I whacked this all the way up here.

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Then we've got off the full diffuse few shader and we can lower that back down and just have just the

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sub scattering.

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Of course we want a mix of everything as we go through this first layer here.

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We definitely want more of the base layer coming through.

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I think we do I'm going to play with it a bit.

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There we go.

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He is have gone just that little bit red up there.

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The thinnest part not so much of this coming through.

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We do want some of the diffuse and then take that to maybe around 40 percent or so and then we need

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the final layer so we can then need yet another mix shader So I'm going to duplicate that and add in

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a gloss.

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Shake it up.

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Now this will obviously add highlights to our model.

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And if we go all the way we end up with a very shiny surface and we go all the way back.

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It ends up fully well fully whatever this area is here.

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So it's a mixture of the diffuse and the subsurface scattering notes.

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So I'm going to bring that up to around 15 to 20 percent just so we start getting highlights.

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Now this is what I mean by it starts to look a bit plasticky or a bit waxy.

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We can certainly increase the roughness if the roughness is too low it's just going to look well very

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very shiny if it's too high.

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We're going to lose some of that detail in the highlights some more said it's about point three.

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So we've got some subtle highlights there but we're going to deal with the positioning of those highlights

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as there's plenty of ways of doing it but not in this particular setup.

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So let's just hit the render key and see what this looks like when it's rendered out.

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I've not got a set particularly high on samples.

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I don't know what I've got it set to is set to 50 samples at the moment.

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I'm quite happy with that.

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It's a bit pink so I could go back or not here.

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I want to get back to the node.

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Ed it's probably this diffused colour here that's bringing that out so if I make that a bit lighter

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and of course I'm going to really ramp the samples up now 300 too high.

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That's just silly at this stage.

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When I go to 200 just to get a temporary feel of how this is looking I wouldn't ever recommend rendering

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it high samples just for a test renders I mean 200 is not particularly high but it's not low either.

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You can see this as well.

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It was at 50 it's now 200 it's going to take four times longer than it did before and we can check that

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because our last render was just over eight seconds so I reckon this was going to be around 35 40 around

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there anyway.

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So it's just finishing off here.

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There you go 30 52 Not bad.

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We're eight times four is 32.

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So there we go.

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So that is looking pretty good.

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I'm impressed with that.

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How are you guys getting on did you do this with Suzanne or did you decide to make it start going on

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straightaway with your head that you've been working on.

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A suggestive you haven't done that.

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You go and apply the knowledge you've just learned immediately by applying this sort of set up and play

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with it to your particular head model that you're working on as a way share in the discussions.

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And I will see you in the next lecture.
