As you may know when creating skin shader it has to have multiple inputs and outputs.
Base color map - Dictates base color of skin
* Epidermal Color map - Outer layer of skin (SSS Layer 1)
* Mid scatter map - This is layer where i want to paint also veins (SSS Layer 2)
* Subdermal map - Deepest layer of skin (SSS Layer 3)
* Specular map primary- Dictates skin general specularity
* Specular map secondary - Dictates where are the oili areas in the face (As you may know skin is in some areas more oily then others)
* Displacement map
Now when i look at standard surface shader node in Houdini. (Arnold node)
I can see base color input
I can see specular input
I can see transmission (For what that is?)
I can see Subsurface but is seems to have only 1 layer for color inpurt.
But i have painted those 3 SS Layers as separate texture maps.
I need those as separate texture maps.
How to connetc nodes for it then?
What node setup you use for Arnold in Houdini. To get realistic skin shader? What node you use for displacement and what node for shallow, mid and deep scatter color? Old deprecated skin shader has those options but for example standard surface shader does not. I am trying to test out Arnold for houdini and see what result you can get out with Arnold renderer in Houdini. Here is also video where i try to explain it. https://www.youtube.com/watch?v=8Bij2F0vJi0&feature=youtu.be
You could also try connecting your Base Color map to Subsurface Color and multiply the sss weight map with the subdermal color map and connect it to SSS Radius.
I also recommend going through these skin shader tutorials. They are MtoA but the techniques are the same in HtoA.
https://www.youtube.com/watch?v=ss13J1emsvw
https://www.youtube.com/watch?v=1v6OWgaESkc