OMNIA V2 features a fully modular shading system designed for fast, non-destructive customization. All character materials are grouped by body area — skin, eyes, hair, mouth, nails, and more — exposing only the most relevant parameters to tweak appearance without touching the node tree.
From subtle skin detail to hair color, tear glossiness, and subsurface scattering, every material includes intuitive sliders for:
Fine-tuning surface quality (roughness, bump, subsurface).
Adjusting color and tone (hue, saturation, melanin-based tints).
Enabling micro features like wrinkle strength or dirty teeth.
Controlling visual detail intensity for real-time or high-end rendering.
To streamline the workflow, body-related materials (such as skin and nails) use a UDIM tile system, allowing a single material to span the entire body. This means:
You don’t need to manage or reconnect multiple texture tiles manually.
All visual settings — tone, displacement, subsurface, etc. — apply uniformly across all body parts.
Customization becomes faster, cleaner, and more predictable.
Each section below will walk you through the available controls, explaining their purpose and how they interact with lighting and animation.
The Skin material is a production-ready shader designed for both stylized and realistic results. It is fully optimized out of the box — all texture maps, shading properties, and displacement details are preconfigured. Users only need to tweak a few exposed parameters to fine-tune the look for different lighting scenarios or creative needs.
This shader applies to the entire body via UDIM tiles, ensuring consistent appearance across all areas without managing multiple materials.
Hue / Saturation / Value
Adjusts the global skin tone.
Ideal for artistic variation, matching lighting environments, or creating subtle character differences.
Subsurface
Defines how much light penetrates and scatters beneath the skin surface.
Crucial for soft and natural shading, especially in thinner areas like ears, lips, and fingers.
Roughness
Controls how smooth or matte the skin appears.
Use lower values for oily/glossy effects and higher values for dry or diffuse surfaces.
Displacement
Scales the strength of the displacement maps used for large-scale skin detail like folds and pores.
Increase for close-up realism, decrease for lightweight performance.
Subdermis (Color Swatch)
Controls the color of the underlying skin layers that affect subsurface scattering.
Useful for adjusting warmth or vascular tones in a non-destructive way.
This shader controls the appearance of fingernails and toenails, offering a clean balance between realism and flexibility. All parameters are exposed for quick adjustments — no need to dive into the shader editor.
Parameters
Hue / Saturation / Color Value
Control the base color of the nails. Useful for quick aesthetic changes without modifying textures.
Specular / Roughness
Define the reflectivity and surface finish.
Lower roughness = glossier, polished nails.
Higher roughness = matte or natural nails.
Coat Weight / Coat Roughness
Simulates a clear coat layer for effects like nail polish.
Weight increases the coat’s visual intensity.
Roughness softens or sharpens coat reflections.
Subsurface Scale / Subsurface Weight
Adds light scattering beneath the nail surface for a subtle sense of depth, especially under strong lighting.
Bump Strength
Controls the amount of procedural surface bump — for simulating slight nail ridges or imperfections.
Dermis Color
Sets the tint visible under translucent nails, blending with subsurface for more lifelike appearance.
This material setup is divided into two parts — Eyes and Cornea — working together to simulate realistic eye behavior under light. Controls are exposed for fine adjustments over surface detail, subsurface scattering, and lens clarity.
Eyes Parameters
SSS Scale / SSS Color
Controls the subsurface scattering of the sclera (white of the eye), giving it natural softness under lighting.
Grow Dark Eye / Grow Dark Iris
Adds procedural darkening toward the outer edges of the eyeball and iris. Useful for stylization or enhancing visual depth.
Roughness
Controls the surface glossiness of the eye. Lower values enhance sharp specular reflections, typical of moist, healthy eyes.
Red Eye Effect
Simulates the subtle metallic glint inside the aqueous humor (inner eye fluid), creating the classic red eye reflection effect seen with direct light sources such as camera flashes.
Sclera Normal / Iris Normal
Adjust the strength of normal mapping for each region to control the micro-detail of surface bumpiness.
Cornea Parameters (Separate Shader)
Roughness
Set to 0.000 by default to maintain full reflectivity and transparency — essential for realistic eye highlights.
IOR (Index of Refraction)
Defines the refraction strength of the corneal layer. Default is 1.376, the physical value for human corneas, ensuring accurate distortion and light reflection.
This shader simulates the thin tear line on the lower eyelid, contributing to realistic eye wetness and reflectivity.
Color
Adjusts the base tint of the tear line. Typically kept nearly white or slightly tinted depending on lighting style.
Roughness
A very low value ensures sharp reflections, emphasizing the moist surface.
Intensity
Controls the visibility and brightness of the tear line. Useful for dialing in subtle wetness or emphasizing stylized highlights.
Normal Noise Scale / Strength
Adds micro-bump details to simulate natural tear breakups and surface irregularities, especially visible under close-up lighting.
This shader helps add depth and realism to eye regions, particularly in portrait or cinematic shots.
This shader covers gums, teeth, and the entire mouth interior, offering essential controls for fine-tuning oral realism.
Hue / Saturation / Value
General tint controls for artistic or corrective adjustments.
Dirty Teeth
Adds dirt and discoloration to the teeth surface — useful for aging or stylizing a character.
Subsurface
Controls subsurface scattering for both gums and teeth, simulating how light penetrates and diffuses through semi-translucent materials like enamel and tissue.
Roughness
Adjusts how glossy or matte the surface appears — lower values give more shine, especially on teeth.
Gums Normal / Teeth Normal
Strength sliders for independent bump detail on each region, adding definition and realism to surfaces.
SSS Color Gums / SSS Color Teeth
Tint controls for subsurface scattering. Brighter colors increase translucency, making the effect more noticeable — useful for soft, fleshy gums or more transparent enamel in stylized looks.
A physically-based hair shader built around melanin values and radial shading control, designed to deliver realistic results across a wide range of lighting conditions.
Melanin / Redness / Random Color
Define the base pigmentation. Melanin controls overall color darkness; Redness adjusts warmth; Random Color introduces subtle variation strand by strand.
Tint
Additional color overlay, useful for non-natural or stylized looks without overriding the melanin base.
Roughness / Radial Roughness
Control light scattering across and along hair strands. Lower values result in glossier, sleeker looks; radial settings refine anisotropy.
Coat / Specular / Transmission
Enhance physical realism with light wrapping, shine control, and energy transmission through thin strands.
💡 What is anisotropy?
Anisotropy is the directional reflection of light — common in materials like brushed metal or hair. It causes highlights to stretch along the strand direction, mimicking real hair’s glossy streaks. Radial Roughness in this shader adjusts that effect for a more believable surface.
🧪 Note: All materials in OMNIA V2 are fully configured for realism and consistency out of the box. They are designed to behave correctly under varied lighting conditions and don’t require user-side reconfiguration. Use the exposed parameters only for fine-tuning or artistic direction.
For best results, always preview changes in a proper lighting setup using high-quality render settings (e.g., subsurface scattering, displacement, and transparency enabled).