Documentation
Skap Outputs
Displacement - Grayscale
The displacement map is the base map provided by SKAP. It contains the primary height information and serves as the foundation for surface detail.
This map requires a calibration step in order to adjust the displacement intensity based on specific needs. Through calibration, different areas can be enhanced or reduced using masks (nose, forehead, cheeks, etc.), while maintaining a consistent overall result. (see this article)
Displacement - Multichannel
This displacement map uses a mid-value of 50 and splits frequency ranges across RGB: red for low, green for mid, and blue for high.
Cavity
The cavity map highlights small surface recesses and crevices, enhancing the appearance of fine details by emphasizing areas of occlusion.
Normal
The normal map encodes surface direction changes derived from the displacement map, allowing fine skin details to be rendered without additional geometry.
It is suitable for real-time rendering and can be used directly in game engines or offline renderers. It is also compatible with the MetaHuman workflow.
To align with modern game-engines, this map is delivered at 8K resolution.
Meshes with self-intersections (between lips or eyelids for exemple) may produce artifacts in the resulting map. Ensuring a clean, non-intersecting mesh before processing will help achieve optimal results.
Multi Normal
The multi normal maps separate surface detail into multiple frequency ranges derived from the multichannel displacement.
Each normal corresponds to a specific level of detail, allowing artists to control how low, medium, and high-frequency features contribute to the final shading.
Like the standard normal map, these maps are delivered at 8K resolution and are compatible with real-time character pipelines, including Unreal Engine and MetaHuman assets.
Meshes with self-intersections (for example intersected lips or eyelids) may produce artifacts in the resulting map. Ensuring a clean, non-intersecting mesh before processing will help achieve optimal results.
Melanin
The melanin map represents the distribution of pigmentation in the skin. Darker values indicate higher melanin concentration, while lighter values represent less pigmentation. This map is typically used to control skin tone variation, tanning, freckles, and other pigmentation effects in shaders.
Hemoglobin
The hemoglobin map represents the distribution of blood beneath the skin. This map is commonly used to drive vascular coloration in skin shaders, adding redness to regions such as the cheeks, nose and ears. It can also be combined with blendshapes to emphasize blood flow during facial contractions, such as frowns, or to enhance emotional states like anger.
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