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#chloe #download #female #free #hostess #scattering #shader #subsurface #xps #xnalara #videogamecharacter #detroitbecomehuman
Published: 2019-05-24 11:38:15 +0000 UTC; Views: 10442; Favourites: 77; Downloads: 883
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Description
Update7 skin shaders:
4 test shader:
XPS map-driven SSS Fast Skin Shader - to emulate human skin - with the benefits of using the Subsurface Scattering Effect for translucent materials such as skin, wax, resin, ceramics, porcelain ...
I have improved my subsurface scattering (or SSS ) shader for XPS . You can download it in the upper right corner.
The model, used in this preview, is Detroit: Become Human: Chloe Hostess by (DBH), ported to XPS by myself.
The SSS maps are taken from this old Detroit: Become Human - Chloe upload by
Without SSS sta.sh/0wykzzvcb8n
With SSS sta.sh/01yco3ancyvn
How to use the XPS SSS shader?
- Download the SSS shader, using the "Download" button on the upper / right of this derivation
- Unpack it into the "XNALara_XPS\shaders" folder
-
- Load your model in XPS
- Assign the SSS map into the XPS "Material Editor" slot, labeled "specular map"
- Save the model as an "New Generic File Format" (Modify->Save as NGFF)
- Edit the material lib file (.mtl) with a text editor and seach the skin parts. (I have edit "Head", "Body", "Arms" and "Hair")
- Add for this translucent materials the line "shader SSS;SkinShader" (without the quotes).
Result Example
newmtl ModelChloe-Head_Material017
Ks 0.1 0.1 0.1
map_Kd Chloe_Face_Alb.png
map_Kn Chloe_Face_Nrm.png
map_Ks 38A0B_sss.jpg
sc +X -Y +Z
cm none
opaque yes
shader SSS;SkinShader_1_Mul
Dont worry, the setting for "opaque" is yes; the shader makes that the light rays will penetrate the surface and be reflected by the values of the SSS map.
The used DBH SSS map was: 38A0B sss
Alternate, you can use this DBH map: Head Sss
The SSS map contains 3 color layers (RGB: thickness, roughness, backlit)
In XPS, with "Ctrl + J", the first slider control the thickness subdermal map, the 2nd slider the roughness layer and the 3rd slider control the backscatter effect.
The fourth slider affects the entire subsurface scattering effect.
The shader is very fast and works in realtime. The best result, you will get with a subtil BLOOM post process parameter (alos in real time).
// SubSurface Scattering (SSS) Shader for XPS 11.8.8
//
// Epidermal color map in "diffuse map" slot (map_Kd)
// SSS Subdermal map in "specular map" slot (map_Ks)
// Red channel: thickness map (depth map); white is thin, black is depth subdermal skin
// Green channel: roughness map; white is smooth, black is rough
// Blue channel: backlite map; white is thin, black is opaque
// RGB values can be adjusted with Ctrl+J ; 4th slider control all channels at once
//
// Example .mtl of the NewGenericFileFormat (NGFF)
//
// newmtl ModelChloe-Head_Material017
// Ks 0.1 0.1 0.1
// map_Kd Chloe_Face_Alb.png
// map_Kn Chloe_Face_Nrm.png
// map_Ks 38A0B_sss.jpg
// sc +X -Y +Z
// cm none
// opaque yes
// shader SSS;SkinShader_1_Mul
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Comments: 9
CombatClone [2019-05-24 21:08:31 +0000 UTC]
Oh wow! This looks beautiful, I'm excited to try it
👍: 0 ⏩: 1
XnaFreak In reply to sakuyatogane [2019-05-27 07:18:17 +0000 UTC]
On Blender, you can try this bensimonds.com/2010/05/31/thre…
👍: 0 ⏩: 1
XnaFreak In reply to sakuyatogane [2019-05-24 15:58:25 +0000 UTC]
No., the shader is for XPS.
Yes, the model works on Blender.
Every shader is just for one target system, and the model maps must match for this shader. If somebody, Claims "This is a universal skin shader for blender that works on DAZ, XPS, etc... ", like here , it's must be just a lie to make money by robbing naive people. There is no such thing as a "universal" shader!
👍: 0 ⏩: 1
sakuyatogane In reply to XnaFreak [2019-05-27 17:06:17 +0000 UTC]
Oh,oh thank sucks to hear. Thank you.
👍: 0 ⏩: 0