Fiddling with Iray skin settings...

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  • mjc1016mjc1016 Posts: 15,001
    AndyGrimm said:
    mjc1016 said:

     

    mjc1016  wee see that well in daylight.... it is a part of the final skin color...  you dont see ears and finger glowing.. but you can measure it -> example in the shadows!

    That's the thing, though, we are trying to isolate it when rendering...but what our eyes see, all the time is the end result.  Generally, we can't do that in the real world.  It takes some pretty powerfull lighting or getting everything 'just right' in 'normal' lighting.  I can take my hi lumen LED flashlight and nearly see through my palm....it does give a nice glow, but even putting my hand over my eyes on a bright, clear, sunny day isn't enough.  Maybe, if I could do it with a shaft of sunlight in otherwise total darkness...

    While it may not be scientifically accurate, the end result is what is going to matter more. 

  • kyoto kidkyoto kid Posts: 41,838

    ...got it. Thanks for the clarification. I thought it was along the neck/head area.

  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    "While it may not be scientifically accurate, the end result is what is going to matter more. "

    correct..  but there is a big difference in the shadow of metal and a nose... there it is.- the translucency of the human face (not skin) ...

    Anyway - it was more a thing betwee Arnold and me... he said i am the first person which can see light trough his own pinky -- NO i am not smiley... 

    And rendering Bones.. needs a LOT of translucency (same as porcelain and similiar materials.. to make them look real...  because they are translucent!

    the main point i try to say... we simulate a face not a skin in iray AND octane ..  and even more tmc and tm distances will not change that...

    Post edited by AndyGrimm on
  • Oso3DOso3D Posts: 15,084

    http://willbear.deviantart.com/art/Edit-Boy-578942735

    Whew, almost 4 hours. No postwork.

    Perhaps a bit too much satiny sheen on the skin, I dunno, I like it.

    I ended up using the AJ vascularity maps (for a little detail in the ear and eyes) with a very pale pink for translucency (1.00 .66 .66), then transmitted 2.0 distance and pure red transmitted color, .1 sss distance, .5 sss wt, .5 sss direction.

     

     

  • mjc1016mjc1016 Posts: 15,001

    http://willbear.deviantart.com/art/Edit-Boy-578942735

    Whew, almost 4 hours. No postwork.

    Perhaps a bit too much satiny sheen on the skin, I dunno, I like it.

    I ended up using the AJ vascularity maps (for a little detail in the ear and eyes) with a very pale pink for translucency (1.00 .66 .66), then transmitted 2.0 distance and pure red transmitted color, .1 sss distance, .5 sss wt, .5 sss direction.

     

     

    I don't know...I can almost see the dumbell in his hand....looks like he's trying to do the last rep in a set of 50 curls.

  • Oso3DOso3D Posts: 15,084

    I reflected on the fact that you can interpret that picture in many ways. I suppose that's a good thing.

    He could be exercising, he could be 'exercising,' he could be dealing with a breakup, he could have just lost at CoD, maybe he broke a tooth, or his sister made a really awful pun...

     

  • the vascularity map is good to see.. maybe a tad to much on the torso, and the ears shine a tad to yellow instead reddish... but i like it. yes

  • mjc1016mjc1016 Posts: 15,001
     or his sister made a really awful pun...

     

    Seven days without a pun makes one weak...

  • Arnold CArnold C Posts: 740
    AndyGrimm said:

    transmitted color is ​absorbation color.

    well NOT kinda...  that is how Octane names the parameters correctly. Nothing is confusing and wrong named there.

    Well, do you know how the Octane renderer exactly works? And by knowing I mean definately knowing and not assuming or wild guessing. winkdevil

    3DS Max uses the same term as DAZ for that parameter on their material setup (see below), and the Iray Uber is based on the 3DS Max Iray material. So it's a classical 2 vs. 1 situation. Naming it absorption color ("absorbation" is a term you can't even find in a dictionary) wouldn't make any logical sense. On both 3DS Max Iray material and DAZ's Iray Uber the "Transmitted Color" determines the amount of light per RGB channel which is transmitted trough the volume, not the one absorbed. What's so hard to understand about that?

    Below is a graph that shows the absorption coefficients (the thing that Iray works with to determine the amount of light transmitted through the volume, it doesn't use the color value directly) of human skin. The red line represents the absorption coefficents over the wavelength range for your monochrome solution. Uniform all the way. What it does is simply almost killing all distance dependent changes of the transmission, like shown on these examples. The Translucency Color isn't designed for determining transmission on it's own. Putting a monochrome on Transmitted Color is as wrong as putting a pure red in Translucency Color.

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  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    absorbation .. my false ..( 3 languages in my country),,,,  

    transmitted color is correct in Daz Iray...  because absorption color in Octane is the invers! But it does the same.

    I do not guess more or lesser then you do - i did just all the translucnecy tests you did the last days - 3 months ago... same as knowing that refraction index does nothing whitout weight > zero.

    We are not here - to hack on each other...  i did that nowhere to you.

    naming the paramter correctly in Iray DAZ..  would have helped you to understand that translucency color get's multplied with tmc )invers?)  - simple. I know it since 3 months.


    It is the same then always saying scatter and absorption have nothing to do with each other - NO.. the scatter traces so long TILL the colorvalue is zero... they are NOT seperatly - just in formulas.

    So - let's go back to do something meaningfull... Refraction and Scatter ? 

    Post edited by AndyGrimm on
  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    and you can also absorb a monochrom grey in translucecy - because YOU HAVE R G AND B...  in grey.... check my ball render.. and you see it all... you must not explain it to me...  absorbation - translucency - Base - and l sample color for the scatter.. all there.
     

    a pixel or a sample is always monochrom in linear color space.

    Post edited by AndyGrimm on
  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    "wavelength range for your monochrome solution."

    where do i have a monochrom solution ?  jaq has a monochrom solution - just again something you just saying.

    we can also go privat if you like - because i think we worked well together the last two weeks .. we should continue smiley

    Post edited by AndyGrimm on
  • Arnold C. said:

     

    As you've noted, I haven't actually turned on refraction yet.

    Yes, I noticed. I guess you got me wrong. What I meant was, if you don't set your "Refraction Weight" to something greater than 0.0, that parameter is inactive, it won't do anything.

    Yes, as you've noted, I haven't actually turned on refraction yet. No kidding that means refraction does nothing. I'm not reverting my IOR value because I want it in there for when I, eventually, turn refraction on.

  • agent unawaresagent unawares Posts: 3,513
    edited December 2015

    Okay, this is what I'm working with now. Switched my previous translucency and transmittance colors to have the brighter one in translucency as was recommended by Arnold. That left exactly the same color because DAZ just multiplies those two together, but I'm hoping as he showed it will change with other parameters more realistically. Also changed the base skin tone to something more yellow so most of the red would come from scattering. That seems more normal for human skin (something like 95% SSS contribution).

    image

    These shots were using those parameters, varying only the SSS direction. As you can see, -1.0 and -0.5 have very strong back scatter. Between 0 and +0.5 look the most reasonable to me, then at +1.0 the through scatter gets unrealistically overpowering.

    image

    image

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    Post edited by agent unawares on
  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    agent unawares
    as i understand it and my test showed it...

    transluceny map or color - get's just added (or multiplied (photo algo - multiplied - no change in gamma)...  with TMC(invers, absorbtion... that's the start sample ... for absorption.. here guessing.. but that's what i see... 

    Nice test serie .... i am surprised that Scatter 0 looks good - i guessed it could be a circle - and not isometric (doing nothing)...  but must test that myself.. was just a idea before somehwere in the thread thart Zero could be 360.. 

     

    Post edited by AndyGrimm on
  • AndyGrimm said:

    agent unawares
    as i understand it and my test showed it...

    transluceny map or color - get's just added (or multiplied (photo algo - multiplied - no change in gamma)...  with TMC... that's the start sample ... for absorption.. here guessing.. but that's what i see... 

    Nice test serie .... i am surprised that Scatter 0 looks good - i guessed it could be a circle - and not isometric (doing nothing)...  but must test that myself.. was just a idea before somehwere in the thread thart Zero could be 360.. 

     

    Yes, I think 0 direction means that there is no weighting difference between front and back scatter, it still scatters the same amount.

    Maybe translucency and transmittance does get added, I am not sure. Whatever algorithm is used, doesn't matter to the final color which color is in which slot, at least without using maps. They rendered exactly the same.

  • how those colors getting added (multiplied) did interest me - because i was able to eliminate a monochrom color in translucency OR base - complete..(must look into that again)...

    we know we have problems with maps changing the colors slightly... aka a 220, 160, 140, ...  on the slider is not always a 220, 160, 140 in a map.... that's another thing which is not clear to me.. Bug or wanted? i think a bug... or colorprofiles? hmm

  • agent unawaresagent unawares Posts: 3,513
    edited December 2015

    Some backscatter testing. This is with an SSS direction of 0.5. Roughness works in about the opposite way as it does for specularity (counterintuitive at first but makes sense). Looks like a nice peach-fuzz effect may be possible but I'm leaving this off for testing until I get the base sss, translucency, and refraction right.

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    Post edited by agent unawares on
  • AndyGrimm said:

    how those colors getting added (multiplied) did interest me - because i was able to eliminate a monochrom color in translucency OR base - complete..(must look into that again)...

    we know we have problems with maps changing the colors slightly... aka a 220, 160, 140, ...  on the slider is not always a 220, 160, 140 in a map.... that's another thing which is not clear to me.. Bug or wanted? i think a bug... or colorprofiles? hmm

    Bug, I think. The overpowering orange/red tint in SSS in 4.8 was also from DS handling maps wrong, it never happened with just mathematical colors. May even be the same problem and they only eliminated one part of it thinking the rest was correct.

  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    glosiness backscattering

    I use it on most of my skin settings.. but very "narrow" and low weight.... you can see way better where you drive light and what the parameters do when you set another color for backscatterring (switch of shared glossy inputs and you can set backscatter color)

    i use a pink to see where it drives most saturation..then set it back to a color between skin and white. i am able to simulate a part of the peach fuzz backscatterring (chin contoures) and backscattering on nostril lines as example....could be better (maybe mapped)... but works.

    Post edited by AndyGrimm on
  • RAMWolffRAMWolff Posts: 10,343

    Okay, this is what I'm working with now. Switched my previous translucency and transmittance colors to have the brighter one in translucency as was recommended by Arnold. That left exactly the same color because DAZ just multiplies those two together, but I'm hoping as he showed it will change with other parameters more realistically. Also changed the base skin tone to something more yellow so most of the red would come from scattering. That seems more normal for human skin (something like 95% SSS contribution).

    image

    These shots were using those parameters, varying only the SSS direction. As you can see, -1.0 and -0.5 have very strong back scatter. Between 0 and +0.5 look the most reasonable to me, then at +1.0 the through scatter gets unrealistically overpowering.

    image

    image

     

    Home from work finally.  So I like the results I'm seeing.  So what happens to these settings or how should one deviate from them when plugging in maps?

  • agent unawaresagent unawares Posts: 3,513
    edited December 2015
    AndyGrimm said:

    glosiness backscattering

    I use it on most of my skin settings.. but very "narrow" and low weight.... you can see way better where you drive light and what the parameters do when you set another color for backscatterring (switch of shared glossy inputs and you can set backscatter color)

    i use a pink to see where it drives most saturation..then set it back to a color between skin and white. i am able to simulate a part of the peach fuzz backscatterring (chin contoures) and backscattering on nostril lines as example....could be better (maybe mapped)... but works.

    So that's how you get at the color setting! Clever. I'll try this out sometime.

     

    RAMWolff said:

    Okay, this is what I'm working with now. Switched my previous translucency and transmittance colors to have the brighter one in translucency as was recommended by Arnold. That left exactly the same color because DAZ just multiplies those two together, but I'm hoping as he showed it will change with other parameters more realistically. Also changed the base skin tone to something more yellow so most of the red would come from scattering. That seems more normal for human skin (something like 95% SSS contribution).

    image

    These shots were using those parameters, varying only the SSS direction. As you can see, -1.0 and -0.5 have very strong back scatter. Between 0 and +0.5 look the most reasonable to me, then at +1.0 the through scatter gets unrealistically overpowering.

    image

    image

     

    Home from work finally.  So I like the results I'm seeing.  So what happens to these settings or how should one deviate from them when plugging in maps?

    I think most people plug the diffuse maps into Base Color and Translucency Color, and change the color to white. Probably the best setup is going to be a less saturated diffuse map with a much more saturated pinkish translucency map, but just normal diffuse maps are a good start to see what it looks like.

     

    EDIT: If I plug the G3F maps into those settings with +0.5 SSS direction and adjust the gamma of the base color maps to 1.3, she comes out like this, so the maps give pretty similar results as the flat color. It looks a bit waxy though. I hear you're supposed to account for this by scattering the red light much more than blue and green, but I don't know how to do it with the DS shader.

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  • RAMWolffRAMWolff Posts: 10,343

    Yea, I'll have to try that Agent.  I had to laugh, feels like the old renders but a bit nicer... see below you'll laugh too!  laugh cheeky crying

    One thing that I did  notice besides her sunburnt face is that the body seems to lighten as you move lower.... weird effect.  Wonder if it's one of those bugs from 4.8...

     

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  • Yes, 4.8 handles maps and SSS very badly. It's a shame. I had to give up on 4.8 when I couldn't get rid of the yellow tint it kept introducing. I wonder what made her start to glow like that on her torso, super weird.

  • RAMWolffRAMWolff Posts: 10,343

    I zoomed out to see if it improved this issue.  NOPE!  YIKES! surprise  I did change the Base Color Effect back to Scatter Only but I lost the nice red ears effects but the dramatic whitening as you move down the body is pretty crazy! 

     

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  • mjc1016mjc1016 Posts: 15,001
    RAMWolff said:

    I zoomed out to see if it improved this issue.  NOPE!  YIKES! surprise  I did change the Base Color Effect back to Scatter Only but I lost the nice red ears effects but the dramatic whitening as you move down the body is pretty crazy! 

     

    There is definitely something off...somewhere...but if you can figure out what it is, intentionally done, that would be a pretty cool effect.

  • RAMWolffRAMWolff Posts: 10,343

    Yea, I even uninstalled DS, rebooted the computer, reinstalled it.. same thing................

  • Toyen said:

    I think that Iray can definitely do photo realistic human skin, but dont forget that the shader we are using for skin now is very universal.

    It lacks attributes that shaders in other renderers that are made specifically to render human skin have, like several layers of SSS (subdermal, epidermal...) and so on.

    Feel free to check out Arnolds skin shader for example - https://support.solidangle.com/display/AFMUG/Skin

    Cant wait for when someone builds a really great skin shader using MDL : )

    This is an example of the overkill potential that I'm talking about. You do not need to model all three layers of skin, so long as the final result looks as it should. You could easily average the weight of the three layers into a single layer and get the same reuslts with much less headache.

    The probloem with these highly complex set-ups is that if the end user desires to change anything...he might be daunted as to where to even begin. Three different layers...soo, if its too red which layer do I tweak, or if it's too this or that? Simple is better. Again, nothing against overkill, when one can afford the headache.

    So true. One of the reasons I switched from doing most of my rendering in Modo Indie to Iray was because I struggled mightily to get the balance right in a shader built on the same model as the Arnold one. There are some great tutorials that explain it, but tweaking so many different maps became a nightmare. My results weren't bad—perhaps even as good as I get from Iray, but it was much more work to get there.

  • RAMWolff said:

    I zoomed out to see if it improved this issue.  NOPE!  YIKES! surprise  I did change the Base Color Effect back to Scatter Only but I lost the nice red ears effects but the dramatic whitening as you move down the body is pretty crazy! 

     

    That could be backscattering. You can increase backscattering roughness to spread it more and reduce its weight.  

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  • jag11jag11 Posts: 885
    RAMWolff said:

    Yea, I'll have to try that Agent.  I had to laugh, feels like the old renders but a bit nicer... see below you'll laugh too!  laugh cheeky crying

    One thing that I did  notice besides her sunburnt face is that the body seems to lighten as you move lower.... weird effect.  Wonder if it's one of those bugs from 4.8...

    It is a good idea to save even those "mistakes", trust me, you'll need that effect sooner or later.

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