Infinity head sss cycles

Here I’ll show you how to set up a simple shader in cycles to get some subsurface scattering and hence realistic skin. It’s a lot simpler than you think!
Head model and textures by Lee Perry-Smith under CC-BY licence here:http://www.ir-ltd.net/infinite-3d-head-scan-released

Download the .blend

*Protip – If you’re getting too much scattering, try adding a very thin (in this case, 0.002 is good) solidify modifier.

 

29 Comments

 

  1. 5 May ’12  1:28 am by SeriousM

    well done greg!
    thank you for this!
    btw: how do you did the background, was it a static image or generated?

    • 5 May ’12  2:20 am by Greg Zaal

      It's just an image thrown in the back and blurred :)

    • 5 May ’12  1:28 pm by Greg Zaal

      It's not in official 2.63 release. You must have a build later than revision 46200. However if you watch a little further you'll notice I don't even use that node at all.

    • 5 May ’12  1:46 pm by Greg Zaal

      http://builder.blender.org/download/

  2. 6 May ’12  7:49 am by Jokayo

    I would suggest that when you want to create the skull its better to use a solidify (not the modifier ) and type the amount of thickness you want and delete the upper part , this way you'll get an accurate scattering , and for the nose part (why didn't you merge it all when you select it ) ,
    lastly it wont be a bad idea if you did describe the other technique of making an SSS ,
    thanks for the tutorial Greg

  3. 6 May ’12  1:16 pm by haqzaf

    Hi, Geg Zaal,
    Thanks for this tutorial.
    Lee Perry Smith Head Mesh,skin material was in my collection for some time and never was able to fully utilize it.
    Here is my progress link following your tutorial.
    http://browse.deviantart.com/?q=gallery%3Ahaqzaf%2F9410305#/d4yv0h7

  4. Pingback : Subsurface Scattering (SSS) in Cycles | gpurendernews

  5. 8 May ’12  10:10 am by tarik bagriyanik

    here is my sss in cycles (head sculpt from another tutorial: http://cgcookie.com/blender/2011/08/31/sculpting-a-human-head/)

    render result:
    https://www.facebook.com/photo.php?fbid=302754789803492&set=a.178860575526248.45913.132831550129151&type=1&theater

  6. 9 May ’12  1:11 am by Southcross

    I have a question. What are the specs of your computer to get such fast results in cycles ?
    I must admit I'm a bit jealous :)

    • 9 May ’12  1:39 am by Greg Zaal

      Two gtx 570s :)

  7. 17 May ’12  3:28 am by 2D

    hello, thank you for this helpful tutorial! ive been waiting for a way to create SSS skin with cycles.
    however, is it possible to apply the SSS without having to create a skull? that skull part really lost me :(

    • 17 May ’12  4:08 am by Greg Zaal

      There is. It's a little more complicated and doesn't look quite as good, but I plan to cover it in another tutorial soon anyway - since the whole skull idea wouldn't be very good in a full body.

    • 31 May ’12  9:02 am by n1k

      You can control sss effect with a texture. Here is my result. Cheers
      http://s803.photobucket.com/albums/yy316/korisnik_9/?action=view&current=skin_test8ps.png

  8. Pingback : Eibriel » Some Tests with Cycles + SSS + GPU

  9. 3 Jun ’12  2:15 pm by andyartisand

    Hi Greg!

    Thanks for the awesome tutorial, I used it on my sculpt here : https://www.youtube.com/watch?v=_3WNvm_4pbU it looks so much better with SSS!

  10. 6 Jun ’12  11:05 am by Tetine

    Nice technique. I was thinking though : how about using a solidify modifier to create the fake skull ? i think it would be much easier to control skin thickness before deleting unwanted parts (ears, nose...). Just my 2 cents, I'll be sure to play a bit with this.

  11. 16 Jul ’12  11:48 pm by Bee

    I really hate your croaky voice. Nothing personal.
    But thanks for the demonstration. :)

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  13. 19 Aug ’12  3:46 pm by Robert Hickman

    It's an interesting technique but it looks tricky to animate, Without very careful rigging the skull mesh may pole through, and even if that was avoided using shape keys the distance between the two meshes may vary which, from what I can tell, would cause the scattering effect to change also.

  14. 25 Aug ’12  3:53 pm by steven

    Blender nerd site dead ?

  15. 27 Oct ’12  8:40 pm by Adbeel

    hello

    I loved the tutorial, I would like to ask for help, I would like to render in blender at the speed that your computer does, could you orient me?
    what should have my computer to render so?}
    my computer have this things:
    Intel (R) Core (TM) i7-2600 3.40 GHz CPU hyper 8GB RAM Nvidia gforce gt 520
    I do not know my motherboard model, but I think it dont is so important. Can you help me?




    asd

    • 28 Oct ’12  5:23 am by Greg Zaal

      The only thing that matters in rendering speed is your GPU. I've got two gtx 570's. However I wouldn't recommend them to be honest - more important than rendering speed is actually how much ram your GPU(s) have. Mine only have 1GB, so the whole scene has to fit on there. If the scene uses more than one GB, then I have to use CPU rendering anyway (I've got an i7 2700k with 16GB ram for what it's worth) which is a lot slower. So rather get a decent GPU which isn't super fast, but has lots of ram.

  16. 18 Nov ’12  6:16 am by Calvin

    Greg, could you tell me what program you use to record your tutorials? It seems to be a very good program, the ones I've tried are terrible.

  17. 23 Jan ’13  12:42 am by dataphile

    Very cool, tutorial thanks.
    The ear looks a bit solid though. A natural ear seems to be a bit more redish translucent. I'll try it out...

    • 24 Jan ’13  1:43 am by Greg Zaal

      Yep, unfortunately we don't yet have proper SSS in cycles, so we're stuck with translucency for now which means everything will feel hard and solid.

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