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[DT3D] UDK Skin Shader

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migusan76 polycounter lvl 18
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DT3D UDK skin shader is a real-time multi-layered skin model implementation in the Unreal 3.x Engine. The shader is based on research from “Efficient Rendering of Human Skin,” implementing most of the effects described in the paper including the multi-layered diffusion scattering in skin. Along with the multi-layered subsurface scattering the shader implements the physically based specular term to better capture the specularity of skin. This is a great shader for the artist that wants to push there characters to that next level. Also can be quite usefull for those artist using the UDK for pre-vis work.
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  • r_fletch_r
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    r_fletch_r polycounter lvl 9
    Clever! your using a series of blurred normal maps rather than gaussian blurred RTT? I take it this doesnt do back scattering

    Gonna have to try this in Mental mill
  • roosterMAP
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    roosterMAP polycounter lvl 14
    make a mask for the hair to give it another material.
  • migusan76
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    migusan76 polycounter lvl 18
    Fletch - Yes, instead of doing the diffusion in the lighting texture space, I convert it over to the normal map space. This is what makes it able to be implemented in the UDK and run very efficient, literally only taking an extra normal map on a character to get the color-bleeding in skin. This also eliminates the edge seam issue of the current research. Yes of course it has the same drawbacks as the paper, no true back scattering and since we are in normal space we loose the color bleeding in the shadow boundary, but all this can be faked with some tricks as well. Hey that would be awesome to see it in mental mill!

    roosterMap - yes if you want to mask out the scattering a simple multiply with a black and white mask on the scattering blocks in the shader will block out where you don't want it to scatter.
  • ScoobyDoofus
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    ScoobyDoofus polycounter lvl 20
    Nice. Thanks for putting this together. I'm going to give this a shot a little later tonight, and maybe post the results!
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