Creating Human Skin in Unreal Engine | Unreal Engine 5.3 Documentation
Material Editor - How To set up Human Skin.
> Material
> > Base Color
One of the first things that (-need) (+needs) to be understood is that from a very far distance, the Subsurface Scattering effect is harder to perceive. This means that it is best to have the Base Color of your texture looking right when viewed in the distance. You could also use a grayscale texture to darken the base color and the specular (caused by occlusion) to give an overall better look to the skin. You can also add some Vector and Scalar controls to adjust the color and power of the skin to help you further tweak to get the look you are after.
I am really not going to give anymore feedback on this particular page because there are lots of other programs and people that do a much better job of human skin than I ever could. I am actually looking at mixamo for most of my human character needs.
Cheers,
Creating Human Skin in Unreal Engine | Unreal Engine 5.3 Documentation
Material Editor - How To set up Human Skin.
> Setup
Before we get to making the Material, first we should gather some reference. This is because it is usually best to start with multiple photo references that have multiple lighting situations so you can verify how the material looks under different lighting conditions. If at all possible, having scanned and calibrated source data would be ideal as this will help to make sure that you are getting the best possible results. When viewing your content inside the editor, make sure to disable the (?Editor Eye Adaptation?) for a more controlled environment.
I put ?Editor Eye Adaption? in question marks because the link you provided doesn’t actually provide directions on how to disable eye adaption / auto exposure in the editor. This functionality is actually located in the engine settings under the edit menu. The exact path is as follows
Edit Menu > Project Settings > Rendering > Default Post Processing Settings > Auto Exposure.
The simplest and most efficient way to address this issue is to simply put the instructions in a green box with a lightbulb.
I suggest this wording.
“In order to disable editor eye adaption open “Project Settings” from the “Edit” menu. Navigate to heading “Engine” and sub-heading “Rendering”. Finally find the group named “Default Post Processing Settings” and uncheck “Auto Exposure”.”
The beginning and end double quote probably should not be included in teh final text.
The additional benefit of directing the to use this solution is that auto exposure will also be automatically disabled at run-time unless they drop in a post-process voluem that says otherwise.
Cheers,
Subsurface Profile Shading Model in Unreal Engine | Unreal Engine 5.3 Documentation
Material Editor - Using a Subsurface Profile in your Materials
The ability to (-rendering) (+render) realistic looking human skin is a must for any modern Video Game engine. To fulfill this need, Unreal Engine 4 (UE4) now offers a shading method specifically for skin or wax like surfaces called Subsurface Profile. While the Subsurface Profile shading model has similar properties to the Subsurface shading model, its key difference is in how it renders. SubsurfaceProfile uses a rendering approach that is based in Screen Space because this helps to better display the subtle subsurface effects seen in human skin where backscattering is a secondary effect only seen in few cases like ears for example. The following document will cover what a Subsurface Profile is and how you can use them in your work.
> Enabling Materials to use Subsurface Profiles
2. Next, open up the Material by Double-Clicking on it in the Content Browser with the (-Right) (+Left) Mouse Button.
Material Expression Reference
Unreal Engine Material Expressions Reference | Unreal Engine 5.3 Documentation
Certain material expressions are parameters, meaning their values can be modified (dynamically during runtime in some cases) in a (-MaterialInstance) (+Material Instance) of the base material containing the parameter. These expressions should be given unique names, via the Parameter Name property, to be used when identifying the specific parameter in the (-MaterialInstance) (+Material Instance). If two parameters of the same type have the same name in the same material, they will be assumed to be the same parameter. Changing the value of the parameter in the (-MaterialInstance) (+Material Instance) would change the value of both the parameter expressions in the material. A default value for the parameter will also be set in the base material. This will be the value of the parameter in the (-MaterialInstance) (+Material Instance) unless it is overridden and modified there.
Hi master_rigel,
I have made the changes to the documentation you have provided in the posts quoted above. Thanks for your hard work and diligence in spotting these errors and calling them to our attention!