DeepSkin - Subsurface Scattering, Mouth, Teeth & Eyes

Paid Plugins + Scripts DeepSkin - Subsurface Scattering, Mouth, Teeth & Eyes

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NEW: Eye Overhaul
Model used in the previews is Lara by @BooMoon . Thanks for allowing me to use her for the previews!

Eyelid shadows
  • Upper and lower lid contact shadows, measured from the character's own lid line every frame. They follow blinks, expression morphs and the gaze.
  • Eye corner shadow, plus a lid interior shadow that darkens the inner eyelids where they touch the eye.
  • Width, height, reach and softness sliders.
Iris edge
  • Eye Tessellation smooths the eyeball mesh.
  • Iris Edge Blend hides the hard mesh seam between iris and sclera using the character's own sclera texture, with reach, brightness and grazing-angle controls.
  • Corneal Refraction: the view ray bends at the cornea with a real refractive index. Iris Depth and Iris Concavity give the pupil true parallax at side views, like a real eye.
  • Iris UV Bake reads the mesh's actual mapping, so pupil morphs such as slits show correctly in the refraction.
  • Pupil Uses Iris Texture, and an Export Eye UV Template button (VaM doesn't expose the pupil texture by default, this toggle enables that).
Reflection
  • Finer controls over reflection brightness, sharpness, fresnel and environmental reflections.
  • Eye Scene Reflections (SSR): screen space reflections that reflect the nose, eyelids and eyelashes.
  • Physical Corneal Dome: the cornea is real geometry with a real silhouette. It retracts under the lids as they close, so it doesn't clip through the lids when they are closed. The shading-only bulge remains as the alternative.
  • The reflection layer follows eye morphs. A Shell Clearance slider controls the offset if needed.
Tear line
  • Custom Tear Line exposes the G2F's tear line which VaM doesn't expose by default: a wet line along the lower lid with adjustable reflectivity, fresnel and micro-detail.
  • Tear Follows the lower lid and can be offset.
Sclera
  • Procedural Sclera generates the white of the eye on the GPU: corner redness, veins, detail, bumpiness and spacing can be tweaked with sliders.
  • Sclera Shell Cover hides the hard sclera and iris mesh seam.
Lashes
  • Tessellated Eyelashes
Preview of most adjustable features:

COMPATIBILITY
  • Follow Transparency Plugins: basic compatibility for GoingGoingGone. When a body part or group gets hidden by this plugin, DeepSkin 'releases' that area so that it can become transparent. When transparency reaches 0 DeepSkin takes that part back again.
  • Auto Remove Eye Clothing: automatically removes clothing items that sit above the eyes (with an exception of lashes), so you don't have to manually remove these items from a model when loading up DeepSkin.
  • Fixed issue where the SSS was floating above the genital area
  • Fixed capture plugins (VRRenderer and similar) rendering the skin orange in recorded frames.
  • Fixed VR double vision issue when changing the resolution scale.
OTHER CHANGES
  • Wetness settings now save with the scene only, no longer with look presets.
  • Sliders that do nothing while their feature is off now grey out.
  • Less per-frame work in scenes with mirrors and while recording.
NEW: Teeth & Mouth Overhaul
Teeth, gums and tongue are now included in the SSS and get a complete overhaul.

Music by ARANJMAN from Pixabay
  • Mouth SSS: teeth, gums and tongue now have SSS.
  • Mouth Interior Shadow: The the mouth now darkens with depth past the lips towards the back of the mouth (adjustable).
  • Lip Shadow: This darkens the mouth right behind the lips and fades out as they part. It is driven by the lip opening, measured from the character's own lip vertices every frame, so the lip shadows follow the lips actual position during smiles or talking. Top / Bottom Lip Shadow Offset let you calibrate where each line sits on your character.
  • Mouth tessellation: the mouth gets its own density multiplier, so the low-poly stock teeth can be smooth without relying on the body-wide tessellation. Mouth Tess Depth Falloff drops the density with depth behind the lips, so the areas you barely see don't get tessellated. Auto Reduce Mouth Tessellation decreases tessellation further while the lips are sealed.
  • Mouth Replacement Textures (on by default): a bundled higher-quality teeth and gum set provided to me by @BooMoon .
  • Auto Remove Teeth Clothing (on by default): automatically removes mouth/teeth/gums clothing items from the model so you don't need to manually remove them to see DeepSkin's teeth. Turning this off or disabling/removing the plugin will restore them.

NOTE: DeepSkin automatically sets the colors/materials of the mouth & teeth material tabs to values I hand-picked. You can still manually change them to whatever you desire and click the "Save Mouth Materials As Defaults" button in the mouth tab to set your changes as the defaults.


Other Fixes & Improvements
  • Embody Compatibility: When activating Embody, DeepSkin automatically releases it's shader from the head so Embody can hide it as normal, and takes it back when possession ends.
  • Fixed an issue where the decal on clothing items didn't fade with the 'Fade Shadows' option.
  • Fixed an issue where tessellation wouldn't get reverted to the state it had before adding DeepSkin, meaning re-adding could cause tessellation to multiply it each cycle.
  • Fixed an issue where you needed to restart VaM when trying to load a different version of DeepSkin.
  • Fixed an issue where certain strong normal maps created artifacts.
NEW: Wetness
Place a water volume collider in the scene and skin gets wet when it touches and leaves the water.

- Water surface used in this video is Fluid Surface Sim by Skynet
- Environment is Bath House by AssetBox
-
Bikini is Micro Bikini by modkkola
- Water acoustics made with LightCookies inside VamStoryVFX by hazmhox
- Ponytail is tight ponytail by qdaro
  • Place a water volume (box or cylinder, attached to any atom) in your scene. Skin entering it gets wet exactly up to the waterline, and slowly dries after leaving. Works on every Person in the scene.
  • Underwater skin is its own look: the shine disappears while submerged (skin underwater looks diffused) and comes back the moment skin surfaces. Optional underwater brightening.
  • Two-phase drying: fresh out of the water the extreme wet look fades off fast, while the remaining out-of-water wetness dries slowly. Both speeds adjustable, 0 = stays wet forever.
  • The wet look can be set with the same sliders you know from Skin Materials 2: Wet Gloss and Wet Gloss Texture Offset. Fully wet skin renders as if you had raised those sliders.
  • Soak Whole Body and Dry Instantly buttons, both triggerable, so for scene creation you can trigger these.
  • 'Show Water Volume' preview for easy setup.
NEW: Glow Edge Softness (Transmission tab)
The backlit glow used to end in a hard line wherever an arm, the jaw or hair blocked the light. It now fades out softly instead. On by default at 2mm, including for existing presets. Set it to 0 if you want the old hard cutoff back.

Before (Gow Edge Softness at 0)
After (Glow Edge Softness at 2)
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1785486660212.png

Improvements
  • Fade Shadows With Alpha is now ON by default for every clothing item. Scalp pieces stay off by default (faded scalps put a red glow on the hairline). Per-item toggle can still be used to include/exclude clothing items.
  • New Load Plugin Defaults button: if you want to return to the plugin's defaults. Button needs to be pressed twice to confirm.
  • Default Blur Amount for new installs lowered to 0.10. Existing presets won't be affected.

(next up in DeepSkin V3 will be realistic mouth and teeth rendering 👀)
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