nice video !! but i am struggling with my updated version of blender. The principled bdsf is not the same so i'm wondering in wich input i can actually put all the "subsrface color node" ? I was thinking of the radius but i don't really see the colors when i'm putting the subgroup of subsurface color node in this input
Thanks so much! With the newest release, this tutorial could use an update, and I hope to make that happen in the not so distant future. To the best of my knowledge, in order to achieve something similar in 4.0 and higher, you would need to place a mix color node before the base color input of the principled BSDF, and run everything from the subsurface color portion of this video through the second input of the mix color (adjusting levels by adjusting the factor). You can still adjust the subsurface setting seperately below in the Principled node, as I am sure you noticed. Anyway, this is merely a quick workaround that can be substituted in order to still utilize this tutorials workflow. When I figure out a more comparable solution, I'll be sure to make a more complete update- thanks again for checking it out!
This is by far the best skin shader tutorial I've ever come across! Clear and to the point! I appreciate you explaining every node along the way, giving us an opportunity to understand how to implement them on our own! A lot of tutorials out there only make us follow them blindly, "add this here, add this there, and you're all set" without any explanations as to why we are doing it, as if we just want the end result without knowing the ingredients, it's frustrating! But your tutorial was so smooth! You helped me become more passionate about shading and inspired me to experiment on my own! Thanks for this!! 🙏
Procedural materials and nodes are super exciting - I am blown away by some of the stuff experts out there achieve! I'm so glad to hear everything you mentioned- I agree I always appreciate when instructors can impart the reason for an effect working- In many cases it doesn't take long to explain but I know it's often neglected for brevity. Oh well- Glad this one helped you out, hope you make some cool stuff with it before the robots take over!
@@Soul-gf9vv So much good stuff out there - I think my favorite is the lightning boy studios toon shader series- tons of GREAT stuff there ua-cam.com/video/TpWI2rU8iF0/v-deo.html. Also CGCookie has a great UV unwrapping tutorial that I highly recommend, as UV unwrapping is probably one of the most overlooked elements of good shading! ua-cam.com/video/8qv6DbWr6zw/v-deo.html
Hey just wondering how do i bake the roughness because there wasn’t anything to plug into the group output im trying to make the lips a little moist great tutorial by the way literally this was my only problem which is rare af
Thanks- theres a link in this vid description to a more elaborate tutorial regarding baking by creative shrimp. Maybe it could help solve the issue you are mentioning. Im not sure if the info is dated now though since blender 4 rolled out. I know a few of tge methods in this tutorial are no longer working in new version unfortunately.
If I'm reading the question correctly: Baking simply renders out a uv map of existing settings so you can plug it in as an image texture and bypass the procedural calculations that bog down the program - by all means you can keep tweaking, and you can make multiple variations on your uv map renders. Just plug everything back to original to keep tweaking.- If you meant using the uv maps instead of the procredural nodes with the texture painting, then yes you can texture paint those in for sure, it just requires a few extra steps! I linked some very useful tutorials in the description that do a better job of detailing the ins and outs of those particular methods!
I really appreciate this video but after "Combining the RGB mask Section" I couldn't get the BSDF node to show up on the controller group. it then became quite hard to follow along for the rest of the video. Maybe I'm just inexperienced but the 2nd half of the video seemed to go to fast to follow. Very grateful for the skin texture portion though.
In high poly models, when the performance is slightly lower with the settings in the video, the poly and wireframes start to be as prominent as scars. I couldn't figure out how to solve it.
That sounds like it must be frustrating - I haven't experienced a texture causing those sort of issues, sounds more like something caused by some kind of modifier on the model (like a bevel modifier or something to that effect). In my experience, this sort of complex procedural material is not great for very high poly counts unless its baked out, just because of the processing required- but the polygon issue sounds like it might be elsewhere in the pipeline- Hope you are able to figure it out!
Thanks for letting me know! So you should be able to basically repeat steps but plug the bump or roughness branches of your node tree when baking your textures... If you can do diffuse it should work the same with those two... but newer versions of blender no longer have subsurface options unfortunately, so you will most certainly run into problems trying to modify subsurface using this method- sorry!
To put it simply, it is more comprehensive than diffuse bake mode. Watch Creative Shrimp's great baking tutorial linked in the description of this video. I speed through it because it is a large topic and other users have covered the details much better than I would. They are linked in description.
I use this shader but my render got too noisy with the skin - everything else is very good looking eg the garments of the character whose skin has this noise in the animation - any ideas what to tweak? in light settings?
@@lazerslab you got discord or Instagram or twitter where I contact and show you? Would mean a lot I think u r the persoj who would know how to tweak since its ur setup of skin shader :)
@@blockschmidt Ah ok - this skin shader was created for use in EEVEE. You can use it in CYCLES but in my experience the SUBSURFACE causes a lot of noise. It's a pretty complicated topic with which I have little expertise. You can mess with amount of bounces potentially to reduce the noise, or try rendering in EEVEE for a better skin result.
I've done this before - it bogged the system down pretty heavily on more complex meshes. I'd advise to dial in your settings on a small section, and you can follow the instructions on baking the uv for each section of this skin
nice video !! but i am struggling with my updated version of blender. The principled bdsf is not the same so i'm wondering in wich input i can actually put all the "subsrface color node" ? I was thinking of the radius but i don't really see the colors when i'm putting the subgroup of subsurface color node in this input
Thanks so much! With the newest release, this tutorial could use an update, and I hope to make that happen in the not so distant future. To the best of my knowledge, in order to achieve something similar in 4.0 and higher, you would need to place a mix color node before the base color input of the principled BSDF, and run everything from the subsurface color portion of this video through the second input of the mix color (adjusting levels by adjusting the factor). You can still adjust the subsurface setting seperately below in the Principled node, as I am sure you noticed. Anyway, this is merely a quick workaround that can be substituted in order to still utilize this tutorials workflow. When I figure out a more comparable solution, I'll be sure to make a more complete update- thanks again for checking it out!
This is by far the best skin shader tutorial I've ever come across! Clear and to the point! I appreciate you explaining every node along the way, giving us an opportunity to understand how to implement them on our own! A lot of tutorials out there only make us follow them blindly, "add this here, add this there, and you're all set" without any explanations as to why we are doing it, as if we just want the end result without knowing the ingredients, it's frustrating! But your tutorial was so smooth! You helped me become more passionate about shading and inspired me to experiment on my own! Thanks for this!! 🙏
Procedural materials and nodes are super exciting - I am blown away by some of the stuff experts out there achieve! I'm so glad to hear everything you mentioned- I agree I always appreciate when instructors can impart the reason for an effect working- In many cases it doesn't take long to explain but I know it's often neglected for brevity. Oh well- Glad this one helped you out, hope you make some cool stuff with it before the robots take over!
@@lazerslab It's definitely exciting! Do you have any recommendations for good shading tutorials I can refer to?
@@Soul-gf9vv So much good stuff out there - I think my favorite is the lightning boy studios toon shader series- tons of GREAT stuff there ua-cam.com/video/TpWI2rU8iF0/v-deo.html. Also CGCookie has a great UV unwrapping tutorial that I highly recommend, as UV unwrapping is probably one of the most overlooked elements of good shading! ua-cam.com/video/8qv6DbWr6zw/v-deo.html
@@lazerslab Thank you! 🙏
Yes I agree... tutorial out there, is not really tutorial... but how to use their products after buying them....
the best skin tutorial Ive seen so far
make one for cycles appreciated thank you
thank u so much!! I made a skin texture ! love results!but how can I make a make up on my character?
this is the best tutorial ever
Genius !!! Your Genius !!!
amazing shader, amazing tutorial thank you
Great vid but i was wondering how did you bake the roughness because theres nothing to plug into the group node
Hey just wondering how do i bake the roughness because there wasn’t anything to plug into the group output im trying to make the lips a little moist great tutorial by the way literally this was my only problem which is rare af
Thanks- theres a link in this vid description to a more elaborate tutorial regarding baking by creative shrimp. Maybe it could help solve the issue you are mentioning. Im not sure if the info is dated now though since blender 4 rolled out. I know a few of tge methods in this tutorial are no longer working in new version unfortunately.
After baking, are we still able to texture paint and/or tweak colors in the model under the NodeGroup section?
If I'm reading the question correctly: Baking simply renders out a uv map of existing settings so you can plug it in as an image texture and bypass the procedural calculations that bog down the program - by all means you can keep tweaking, and you can make multiple variations on your uv map renders. Just plug everything back to original to keep tweaking.- If you meant using the uv maps instead of the procredural nodes with the texture painting, then yes you can texture paint those in for sure, it just requires a few extra steps! I linked some very useful tutorials in the description that do a better job of detailing the ins and outs of those particular methods!
I really appreciate this video but after "Combining the RGB mask Section" I couldn't get the BSDF node to show up on the controller group. it then became quite hard to follow along for the rest of the video. Maybe I'm just inexperienced but the 2nd half of the video seemed to go to fast to follow. Very grateful for the skin texture portion though.
Hey i was wondering if you ever solved this issue been having the same problem?
will there be an updated version for 4.1?
why node 'musvage texture'
Mine is not displayed?
Its called Noise Texture now. Had to look it up. I had the same issue.
0:51 The video isnt high enough resolution to see the node values :(
In high poly models, when the performance is slightly lower with the settings in the video, the poly and wireframes start to be as prominent as scars. I couldn't figure out how to solve it.
That sounds like it must be frustrating - I haven't experienced a texture causing those sort of issues, sounds more like something caused by some kind of modifier on the model (like a bevel modifier or something to that effect). In my experience, this sort of complex procedural material is not great for very high poly counts unless its baked out, just because of the processing required- but the polygon issue sounds like it might be elsewhere in the pipeline- Hope you are able to figure it out!
I love this video, but i don't understand how to bake each part (Subsurface, Bump, and Roughness), So I only do the Head_Diffuse... Help me 😢
Thanks for letting me know! So you should be able to basically repeat steps but plug the bump or roughness branches of your node tree when baking your textures... If you can do diffuse it should work the same with those two... but newer versions of blender no longer have subsurface options unfortunately, so you will most certainly run into problems trying to modify subsurface using this method- sorry!
What would be the best option if i wanted to add a texture for the lips?
I would suggest UV unwrapping a skin albedo texture or texture painting one and plugging that image into the base color slot.
@@MikePouch thanks for the help😁. Meanwhile i improved my knowledge on 3d realistic portrait creation and solved all my problems.
@@danielteixeira1400 haha, yeah - I saw it's been 7 months, so I was hoping you weren't still stuck!
Why you use emit bake type for diffuse texture if in bake type we have "diffuse" one?
To put it simply, it is more comprehensive than diffuse bake mode. Watch Creative Shrimp's great baking tutorial linked in the description of this video. I speed through it because it is a large topic and other users have covered the details much better than I would. They are linked in description.
you very good is very nice
Screen cast?
1st Comment Boom! Nice video & awesome skins there!
Props! Thanks for that!
I use this shader but my render got too noisy with the skin - everything else is very good looking eg the garments of the character whose skin has this noise in the animation - any ideas what to tweak? in light settings?
You aren't rendering in cycles by any chance are you?
@@lazerslab i am
@@lazerslab you got discord or Instagram or twitter where I contact and show you? Would mean a lot I think u r the persoj who would know how to tweak since its ur setup of skin shader :)
@@blockschmidt Ah ok - this skin shader was created for use in EEVEE. You can use it in CYCLES but in my experience the SUBSURFACE causes a lot of noise. It's a pretty complicated topic with which I have little expertise. You can mess with amount of bounces potentially to reduce the noise, or try rendering in EEVEE for a better skin result.
what if i use for the shader for full body???
I've done this before - it bogged the system down pretty heavily on more complex meshes. I'd advise to dial in your settings on a small section, and you can follow the instructions on baking the uv for each section of this skin
just hare to say the thumbnail to this video looks like patrick bateman
HAHAHAHA great now I can't UNSEE IT