Human Operator 

The Human operator generates a parametric human head to groom on. The head is not an imported mesh: it is rebuilt from a statistical head model on every evaluation, so you can change the face - its gender, ethnicity, individual features and expression - at any time, and hair grafted or grown on the head follows. Every head the operator makes shares the same topology and texture coordinates, so a groom made on one face fits every other.

Add one with Create > Human. The head model is downloaded once, the first time a Human operator needs it, and kept for every later session.

 

Pose 

Head Rotation and Neck Rotation turn the head and the neck, as angles around the three axes. Rotating the neck carries the head with it.

 

Identity 

Turn on Enable in the Identity group to define a face; while it is off the operator shows the neutral average head.

  • Gender and Gender Strength - which gender's traits the face shows, and how strongly. At zero the face is halfway between the genders, at one it is the model's average woman or man, whose traits are mild; values around four read clearly, and above six the face starts to distort.
  • Ethnicity and Ethnicity Strength - which population's facial traits the face shows, and how strongly. Second Ethnicity and Ethnicity Blend mix in the traits of a second population, for mixed ancestry.
  • Seed - picks one individual face. The individual features it varies leave the chosen gender and ethnicity traits intact.
  • Variation - how strongly those individual features are expressed. At zero the face is defined by the gender and ethnicity controls alone.

The gender and ethnicity directions were measured statistically from the head model's own data rather than set by hand.

 

Expression 

Turn on Enable in the Expression group to pose the face. Preset picks the expression (happy, surprise, squint, pucker, and others), Intensity blends from the relaxed face to the full expression, and Seed picks a different take on the same expression.

 

Parts 

Eyes and Mouth Interior include the eyeballs, and the teeth, gums and tongue, in the head. Leave them out when the head is used for collisions or by other operators which expect a single closed surface.

 

Appearance 

The head comes with its own skin, painted from the Appearance parameters. It is used whenever no material is assigned to the head.

  • Match Ethnicity - takes the skin tone from the Identity ethnicity, and its blend, as the typical tone of that population. Turn it off to choose the tone with Skin Tone, from very light to very dark. The tones follow measured human skin colors.
  • Skin Tone Offset - makes the skin lighter or darker than the chosen tone.
  • Undertone - shifts the skin from pink to golden.
  • Flush - redness of the cheeks, nose and ears.
  • Freckles - amount of freckles, densest on the cheeks and nose.
  • Lip Contrast - how much darker and redder than the skin the natural lips are.
  • Lipstick and Lipstick Color - cover the lips with a color of your choice.
  • Lip Softness - how soft the edge of the lips and of the lipstick is, from a crisp line to a soft blur.
  • Iris Color - color of the irises, darkening towards their rim.
  • Pores - depth of the skin pores; zero gives a smooth skin.
  • Seed - varies the blotchiness, freckles and pores of the skin.
  • Texture Size - resolution of the painted textures: 1024, 2048 or 4096 pixels.

In the Shaded and Realistic display modes the pores are drawn at full detail however close you get. The Raytraced mode shows them from the painted texture, so up close they appear as a fine grain.

 

Advanced controls 

Show All Controls exposes the head model's raw identity and expression controls, hundreds of individual weights, as a second set of parameters. They add to whatever the Identity and Expression groups generate.

Missing Something? Let us know if this page needs more information about the topic.