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Glowing Head Problem, with subsurface scattering (interjection) addon, DS and Genesis Figure
Posted: 08 December 2012 05:43 PM   [ Ignore ]   [ # 46 ]
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And here’s the payoff for me… Sam looking better than she has in a long, long time…

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Posted: 09 December 2012 07:01 AM   [ Ignore ]   [ # 47 ]
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Wow it would never occurred to me to test shadow bias in conjunction with SSS (and shadow maps from what I gather), thanks a lot Machieltje and Wancow!

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Posted: 09 December 2012 10:55 AM   [ Ignore ]   [ # 48 ]
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Honestly, it didn’t occure to me either smile

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Posted: 09 December 2012 11:37 AM   [ Ignore ]   [ # 49 ]
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Wow. So glad I found this thread. I bought the same set a while ago, and had the same lightbulb head effect going on… I couldn’t figure it out, so I stopped using it. Reading this has very much helped me. Wish they had better documentation and product review section so folks could read this valuable info.

thanks everyone.

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Posted: 09 December 2012 12:14 PM   [ Ignore ]   [ # 50 ]
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Hehe… now we have to try to tackle making BLACK Skin look good in DLight with SSS!  That is TOUGH!

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Posted: 09 December 2012 01:40 PM   [ Ignore ]   [ # 51 ]
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wancow - 09 December 2012 12:14 PM

Hehe… now we have to try to tackle making BLACK Skin look good in DLight with SSS!  That is TOUGH!

I’d start by changing the subsurface colour either a reddish orange or maybe even (fairly) dark red depending on the skin tone. The darker the skin the darker the subesurface. The colours are a rough guesstemate but I’m fairly sure it’s the subsurface colour you want to be changing

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Posted: 09 December 2012 02:14 PM   [ Ignore ]   [ # 52 ]
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I played and played with subsurface colour and ambiant colour.  I have ambiance for my skin set at 5% to defeat shadows on the face, and I’m hoping I don’t have to eliminate that for dark skinned characters. I still haven’t got satisfactory results.  (Nudity Warning) this is what I have atm posted at Deviant Art:
http://wancow.deviantart.com/#/d5nmmox

Maybe I’ll start a new thread on SSS for dark skin…

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Posted: 10 December 2012 04:51 AM   [ Ignore ]   [ # 53 ]
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I’ve just had something very weird happen, I did a render and there were none of those lines on the characters but I decided I didn’t like the look of the clothes - so I altered some of the settings and maps for the clothes and rerendered; and the lines appeared on the characters very obviously.
I altered several things, one at a time including the bias but the lines continued to appear. I deleted the clothes the lines disappeared.
I undeleted the clothes the lines came back.
I deleted the clothes and then loaded a fresh set - the lines dissapeared.
Something I did to the clothes caused the lines which really seems bizarre.

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Posted: 10 December 2012 08:54 AM   [ Ignore ]   [ # 54 ]
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I had the exact same thing happen to me doing this render (Nudity Warning) http://www.renderosity.com/mod/gallery/index.php?image_id=2393019

I had to do a raytrace render of the characters :( (and I like the way the textures look under shadow maps better!)

Question, did you see a Catman Cull warning during render time when you saw those lines?

And did you change any of the surface materials on the clothes?

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Posted: 10 December 2012 12:34 PM   [ Ignore ]   [ # 55 ]
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after carefully reading all the replies, this is what i come up with.
the shadow bias really solved the spotlight problem, but the overall look is still not very satisfying to me

i think the essential problem is that Daz Studio still lacks a suitable shader model for human skin or a kind of modular shader thing like the one they had as of poser 9

E.g. if there was a way to specify the sub surface scattering depth, the torchlight problem wouldnt occur. or even a possibility for using dermal and subdermal maps would be great. in a program that focuses on character design, things like that should be a priority wink

i dislike the way the highlights look, i have seen much better renders and i lack the knowledge to tweak them into something more nice.
also achieving that sexy “wax”-like skin look is very hard.

any ideas?

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Posted: 10 December 2012 12:37 PM   [ Ignore ]   [ # 56 ]
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also i have to add i slightly upped the graduation curve in photoshop after rendering, that help’s a lot. grin
sadly it doesnt look that way straight out of the renderer.

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Posted: 10 December 2012 12:41 PM   [ Ignore ]   [ # 57 ]
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Are you using Daz Studio Default Shader, or the Human Surface Base from omnifreaker?

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Posted: 10 December 2012 12:47 PM   [ Ignore ]   [ # 58 ]
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whatever came default with genesis figure in DS 4.5 and then i applied the Interjection-Surface Injections for DAZ Studio
and did some tweaking on my maps…

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Posted: 10 December 2012 12:54 PM   [ Ignore ]   [ # 59 ]
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The Omnifreaker Human Surface shader treats the surfaces much differently.

You can find them under My Library/Shader Presets/Omnifreaker/Human Sufrace/

Make sure you have Genesis selected in the scene tab and the materials you wish to switch out in the surfaces tab.  Highlight all the skin surfaces, hold down the control key, and double click on Human Surface.  Change Replace to Ignore in the dialog box.  Re-apply your interjection, then render.  See what you get.

My materials are all based on this material shader.

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Posted: 10 December 2012 01:46 PM   [ Ignore ]   [ # 60 ]
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Here’s what it looks now with the said shaders applied.
I don’t know if the change in specularity has to do with the different shader model or a change in parameters that occured…

but besides that i dont see much of a difference, do you?

the lips are slightly more reddish in the dark part which makes them look more lifelike. that’s good.

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