Procedural Skull and Teeth Material in Chaos Corona

Subsurface Scattering and Natural Roughness

Published on
April 8, 2021
Tutorial

For the Skull Competition

I recently participated in the Billelis hosted Skull Competition. It was my first time using his Skull assets in a more naturalistic way. To avoid UV unwrapping the assets I decided to figure out a believable procedural skull texture. The bone and teeth are made up from similar textures that use several noises and some layer masks. A convincing bone material is not complete until you play with Subsurface Scattering so be sure to enable that when rendering!

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