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Glowing Head Problem, with subsurface scattering (interjection) addon, DS and Genesis Figure
Posted: 07 December 2012 05:10 PM   [ Ignore ]
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Hey Guys,

i’m fairly new to DS and try to move over from poser. I successfully converted my V4 character to a Genesis Figure and
now i’m trying to go for the waxy looking realistic skin i was used to from posers latest firefly renderer….

i got this product to get a more realistic look using subsurface scattering in Daz Studio 4.5
http://www.daz3d.com/shop/interjection-surface-injections-for-daz-studio/

the scene is setup with uberenvironment2 at 50% intensity and a 50% spotlight aswell as a directional light behind the model

but all i could come up with is the attached picture, which gives me a massively glowing head.


any help what i’m doing wrong would be greatly appreciated.

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glow.jpg
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Posted: 07 December 2012 06:02 PM   [ Ignore ]   [ # 1 ]
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Wow…I knew those nuclear powered tanning beds were a bad idea, but no, does anyone listen?

First check the Ambient setting, under Surfaces…it’s probably all the way at 100%.

Next, adjust Glossiness and Specular.

Then work on things like SubSurface scaling.

Depending on the original skin texture, the Interjection settings could be ‘too much’...

(I will make no comment on the ‘look’ from most Poser renders….)

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Posted: 07 December 2012 06:45 PM   [ Ignore ]   [ # 2 ]
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thanks for ur reply!
checked ambient, its only 7%,
but subsurface scale seems to have some effect, though i lose sss on the ears when i up the value
but better than a glowing mouth wink

i guess the poser results cause quite a controversy. imho the “wax” look of the skin isn’t real aswell, but it looks much more
sophisticated than the solid-plastic-output most other solutions produce for years. still up to this day most human renderings look
just like mannequins… why is it really so hard to get a decent skin shading….

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Posted: 07 December 2012 07:47 PM   [ Ignore ]   [ # 3 ]
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sangit - 07 December 2012 06:45 PM

why is it really so hard to get a decent skin shading….

I can think of about 7.5 billion reasons…

More seriously, though, it’s one of the most complex surfaces we regularly have to deal with in 3d/cg…at least visible ones.

Now, don’t for get you can tweak each surface independently, so you should be able to bring the ‘mouth/lips down even more and still preserve the ears.  SSS scale does have some impact. but be careful with it.

Translucency and velvet (I think interjection uses both of those, as they are HSS and/or UberSurface variables) are two more ‘play’ with items…

Also, do a little testing with each light by itself (just turn one of them off)...if the effect is mostly due to specularity problems, the it shouldn’t be so evident with just the UberEnvironment light.

Also using one of the UE presets that actually uses an image tends to get a better light response, as without an image, it’s just a large, white, sphere of diffuse light.

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Posted: 07 December 2012 08:16 PM   [ Ignore ]   [ # 4 ]
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thanks! following your advice, here’s what i came up with so far…
i’m still not utterly pleased but it looks far better than before
i’ll probably still spend a few hours tweaking the textures and lighting befor i get anywhere…

grin

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gloss_gone.jpg
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Posted: 07 December 2012 08:38 PM   [ Ignore ]   [ # 5 ]
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Turn off SSS completely as you don’t need it with humans as we’re not translucent all the way through, the only SSS you need for 99.999% of your renders is already burned into every realistic texture out there.

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Posted: 08 December 2012 02:22 AM   [ Ignore ]   [ # 6 ]
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Bejaymac - 07 December 2012 08:38 PM

Turn off SSS completely as you don’t need it with humans as we’re not translucent all the way through, the only SSS you need for 99.999% of your renders is already burned into every realistic texture out there.

Subsurface scattering means that light can pass into the object, not necessarily through it all the way. As the name implies, it scatters the light entering the material based on its parameters and reflects the light at the end of its path through the material rather than at the surface where the light beam hit.

Skin is a VERY translucent surface, and no texture regardless of how well made can emulate SSS alone, which is why we have surface shaders. Hold your hand to a bright lamp and you’ll see the redness as the light shines through it. Turning off SSS might be suitable for some renders, but for those doing portraits it can add an incredible amount of realism The difference is very noticeable when placed side by side with non SSS surfaces.

Here’s a quick comparison. It’s Poser, but you can get similar effects in Daz (and better if you use Reality).

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Posted: 08 December 2012 05:23 AM   [ Ignore ]   [ # 7 ]
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that looks outstandingly smooth. i will have to look into reality.

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Posted: 08 December 2012 06:46 AM   [ Ignore ]   [ # 8 ]
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shut eye

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Posted: 08 December 2012 07:07 AM   [ Ignore ]   [ # 9 ]
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No offence to BB, but the one on the left looks more like how my skin looks in the mirror, the one on the right looks out of focus and badly or heavily airbrushed.

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Posted: 08 December 2012 09:44 AM   [ Ignore ]   [ # 10 ]
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Bejaymac - 08 December 2012 07:07 AM

No offence to BB, but the one on the left looks more like how my skin looks in the mirror, the one on the right looks out of focus and badly or heavily airbrushed.

There are far finer examples. It was more to illustrate a point that SSS can have a significant impact on the appearance of a render. It’s impossible to ‘burn’ SSS into a texture simply because the result will differ significantly depending on your scene and your choice of lighting.

If you’re doing realistic renders it can have a huge impact on the overall quality, which is why things like UberSurface2 use SSS on the skin shader presets.

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Posted: 08 December 2012 10:10 AM   [ Ignore ]   [ # 11 ]
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The key is subtlety…and most renders with SSS seem to have it applied about as subtle as wearing a fur coat at a PETA convention…

Lighting plays a key role in it.  ‘Sunlit’ scenes probably could stand a little more than interior ones, unless they are ‘studio’ shots (bright/dim, clear/overcast, day/night and so on all need to be taken into consideration).  And bump/displacement are very important, as are ‘age’ of the character….very young and elderly being two examples of needing more.

And as was mentioned, the ‘baked’ things on many skin texture sets means that even less is required.

Best thing to do…get away from the computer, go to a mall, a park or somewhere with people and observe…pay attention to how their skin reacts under various lights.

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Posted: 08 December 2012 12:32 PM   [ Ignore ]   [ # 12 ]
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so with reality and luxrender i can’t come up with anything at all, sorry

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Posted: 08 December 2012 01:30 PM   [ Ignore ]   [ # 13 ]
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Try these:
http://www.ShareCG.com/v/66181/view/21/DAZ-Studio/WC-SSS-Materials-for-Genesis-D|S4.5

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Posted: 08 December 2012 02:40 PM   [ Ignore ]   [ # 14 ]
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Here are the interjections applied to the same figure with the same lights.
this lightset: http://www.sharecg.com/v/65921/gallery/21/DAZ-Studio/fast-render-light-set-with-UE2-and-Light-Target

Top is Strong
Middle is Mid
Bottom is Light

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Posted: 08 December 2012 02:50 PM   [ Ignore ]   [ # 15 ]
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The problem you’re having has a very simple sollution; lower your shadow bias (on all yor lights) to around 0.2 and the effect you’re seing goes away.

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