:DOCUMENTATION:
DT3Dskin shader is created just like any other Maya shader. Simply go in to the hypershader and find the DT3D skin shader and click. Then apply to an object as you normaly would.

:NOTE:
The bump mapping works differently now. Any connections to the normalCamera are blocked. You must use a "Bump2D" or "Bump3D" node to connect into "Scatter Normal" or "Specular Normal" to control the diffuse-sub or specular bump mapping. Never just input any of the texture nodes without passing it into a Bump node. If a bump node is not connected to these attributes, they must stay at zero. If these guidlines are not followed the shader will not render properly.
Click the DT3Dskin shader icon to make one.
:ATTRIBUTE INFORMATION:
:COLOR:
The surface color of the object.

:TRANSPARENCY:
Controls how transparent or opaque the material is. Black means completely opaque (the default), and white means completely transparent.

:AMBIENT COLOR:
Controls how much ambient color to color to add on the object. If there are ambient lights in the scene, then the color and brightness of those lights is used to control how much the ambient color contributes to the final color of the material.

:INCANDESCENCE:
Makes a material appear opalescent, as if it were emmitting light itself, such as lava or a phosphorescent moss.

:SCATTER NORMAL:
Input for bump mapping to control the diffuse-sub bump

:SPECULAR NORMAL:
Input for bump mapping to control the specular bump

:DIFFUSE:
Controls how much of the light in the scene is reflected from the object. Most materials absorb some of the light falling on them, and scatter the rest.

:EDGE DIFFUSE:
Controls how much diffuse occurs on the edge of the skin.

:ROUGHNESS:
Controls how rough the surface is. higher values will absorb more light than scatter it. Giving the surface a rough appearance.

:SCATTERING COLOR:
Controls the color that the scattering light will be in the material.

:SCATTERING:
Controls how much the material will scatter the light put into it, higher values will bounce more light. Lower values won't let the material bounce that much light back at the viewer.

:SCATTER DEPTH:
Controls how much the light goes into the skin. Lower values allow more light to go in. While higher values don't let that much light in.

:DEPTH:
Controls how much of the materials depth contributes to the scattering.

:OPPOSITION COLOR:
Controls the color of the opposition effect.

:OPPOSITION:
How the amount of opposition effect happening, this is an effect in thin materials that scatter light more. Higher values will cover the material more with the effect. Lower values keep the effect small and rim like around the material.

:BACKLIGHT COLOR:
Controls the color of the backlight effect.

:BACKLIGHT:
Controls the amount of light is allowed to bleed through the material from the resulting lights. This is the effect when you put a flash light behind a thin material.

:SINGLE SCATTER:
Controls how much of the single scatter amount to have in the skin.

:ABSORPTION:
This tells the shader what color in the spectrum to absorb. For example in real life an object like an apple is red cause it absorbs the blue color in light, and scatters back red.

:SCATTERING:
Here the scattering color is what color the object allows to reflect back to the viewer.

:SINGLE DEPTH:
Controls how much the light goes into the skin. Lower values allow more light to go in. While higher values don't let that much light in.

:DIFFUSE REFLECTION:
Controls how much of the diffuse scattering. Value of zero allows all of the diffuse scattering to be seen. Higher values lowers the reflection.

:DIFFUSE DEPTH:
Controls how much the light goes into the skin. Lower values allow more light to go in. While higher values don't let that much light in.

:DIFFUSE SCATTER:
Controls how much of the diffusion scatter amount to have in the skin.

:DIFFUSE REFLECTANCE:
Diffuse color to reflect overall on the object.

:SCATTER REFLECTANCE:
The color to scatter over the surface of the object.

:DIFFUSE LENGTH:
Controls the length of the diffuse reflectance length.

:DIFFUSE REFLECT:
Controls how much diffuse reflection in the object is reflected back to the viewer.

:COLOR SHIFT:
The color of the shift color from light to dark.

:COLOR SHIFT WIDTH:
Controls the width of the color shift effect.

:COLOR SHIFT SCATTER:
Controls the amount of the color shift that occurs in the object.

:BASE SPECULAR ROUGH:
Controls how big your specular highlights (also called 'hot spots') will be. The larger values making larger highlights. Smaller values make objects appear more finely polished.

:BASE SPECULAR STRENGTH:
Controls how stronge the specular highlight will be.

:BASE SPECULAR COLOR:
Controls the color of the specular highlight.

:MID SPECULAR ROUGH:
Controls how big your specular highlights (also called 'hot spots') will be. The larger values making larger highlights. Smaller values make objects appear more finely polished.

:MID SPECULAR STRENGTH:
Controls how stronge the specular highlight will be.

:MID SPECULAR COLOR:
Controls the color of the specular highlight.

:SPEC OUTPUT:
These are the real world measured specular data sets for the shader

:TOP SPECULAR STRENGTH:
Controls how stronge the specular highlight will be.

:TOP SPECULAR COLOR:
Controls the color of the specular highlight.

:WET SPECULAR POWER:
Controls the specular highlight with higher values making it finer and polished looking.

:WET SPECULAR STRENGTH:
Controls how stronge the specular highlight will be.

:WET SPECULAR COLOR:
Controls the color of the specular highlight.

:GLOSSY SPECULAR ROUGH:
Controls how big your specular highlights (also called 'hot spots') will be. The range is 0 to 0.9999, with larger values making larger highlights. Smaller values make objects appear more finely polished.

:GLOSSY SPECULAR SHARPNESS:
Controls the sharpness of the specular highlight

:GLOSSY SPECULAR INTENSITY:
Controls how stronge the specular highlight will be.

:GLOSSY SPECULAR COLOR:
Controls the color of the specular highlight.

:FUZZ SPECULAR EDGINESS:
Controls how big the rim fuzz will be. Higher values give a sharper edge and lower values will give a bigger edge.

:FUZZ SPECULAR INTENSITY:
Controls the intensity of the fuzz specular.

:FUZZ SPECULAR COLOR:
Controls the color of the specular highlight.

:RIM INTENSITY:
Controls the amount of rim effect.

:RIM SPECULAR COLOR:
Controls the color of the rim.

:SHADER PRESETS:
Has some presets of certain materials built in to make usage simpler.
From the presets you can adjust to your own liking.

:OVERAL INTENSITY:
Controls the entire diffuse-sub color to increase or decrease.
Specular is not affected.
Gooch Attributes