You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 2 Next »


In this tutorial, we will explore how to create an abstract, painterly effect applied to a head scan model to produce a ghostly looking portrait. In this tutorial, we will specifically use the Standard Surface shader in combination with the Range and Camera Projection shader to produce this effect. You will need a head model for this tutorial. An example of a free to use head scan model can be found here. You will be required to use your own texture for this tutorial. Further examples using this technique can be found here and here.

Scene Setup

  • Import the head model into the scene.
  • Create a Cylinder or Quad area light and position it above and slightly in front of the head model. Increase the lights Exposure to around 4.
  • Create a polygon plane and position it in front of the head. We will use this plane to refract the rest of the head using the same texture map.
  • Create a camera (rename it RenderCam) and position it so that it is pointing at the front of the head.

Head Shader

  • Assign a Standard Surface shader to the head model.
  • Create a Camera Projection shader and connect it to the Base Color and Sub-surface color of the Standard Surface shader.
  • Create an Image shader. Open the texture file in the image shader. Be aware that some images work better than others. It helps if you use an image with a lot of contrast. It will give more variation in the refraction which will give the effect that the head is distorting and breaking up more.
  • Connect the Image shader to the Projection Color of the Camera Projection shader.
  • In the Camera Projection shader, choose RenderCam in Link to Camera (under Camera).


Head model render (without plane)


Plane Shader

  • Create another Standard Surface shader and assign it to the plane.

  • Increase the Transmission Weight to around 0.9.

  • Connect the same projected texture to the Specular IOR and Transmission Color via a Range shader. The Range shader is used to define how much the texture will refract and can be used to fine-tune the effect.
  • Increase the Output Max of the Range shader to around 6 and the Input Max to around 2. Try experimenting with the other values of the Range shader to get interesting effects.



Plane refracting head behind it



  • No labels
Privacy settings / Do not sell my personal information / Privacy/Cookies