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Glowing Head Problem, with subsurface scattering (interjection) addon, DS and Genesis Figure
Posted: 16 January 2013 11:36 AM   [ Ignore ]   [ # 76 ]
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LocusSolus - 15 January 2013 11:46 PM

PS: @Wancow: Of course I have the Daz Creeper. Is there some different texture for him anywhere? smile

Someone made some free ones years ago… those were the only ones I was aware of.  I’d LOOOV to play with the materials on him again, try and get him look all slimey smile

Of course, that would mean I’d have to get him from DAZ again… but Since DAZ isn’t LISTENING…. :(

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Posted: 15 February 2013 01:15 AM   [ Ignore ]   [ # 77 ]
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sangit - 07 December 2012 05:10 PM

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.


Actually you’ve done a great job! But there’s just a little thing I’ve seen wrong on this image… The facial skin looks too red, I think it would be better if it’ll look naturally. But other than that, it’s a great work!  http://www.luminoworld.com/

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Posted: 15 February 2013 09:00 AM   [ Ignore ]   [ # 78 ]
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sangit - 10 December 2012 01:46 PM

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.

I missed this render for some reason!

I see a LOT of difference!  Would you mind terribly sharing your skin material settings?  I have interjection, and I LOVE the look you’ve achieved here!

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Posted: 15 February 2013 02:48 PM   [ Ignore ]   [ # 79 ]
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One other very quick thing you can do is simply set the Subsurface Color to Beige (e.g. 230-205-187) or even White (255-255-255).  This should make an immediate difference.

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Posted: 21 February 2013 07:25 PM   [ Ignore ]   [ # 80 ]
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HeraldOfFire - 08 December 2012 02:22 AM
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).

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.

I see it looking kind of blurry too, but it is interesting, I think a litte of that blurr-like effect goes a long way. I’ve been trying to figure out what in the surfaces tab of Daz Studio would make a texture look blurry like that; any ideas?

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Posted: 22 February 2013 03:19 AM   [ Ignore ]   [ # 81 ]
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Type 0 Negative - 21 February 2013 07:25 PM
HeraldOfFire - 08 December 2012 02:22 AM

I see it looking kind of blurry too, but it is interesting, I think a litte of that blurr-like effect goes a long way. I’ve been trying to figure out what in the surfaces tab of Daz Studio would make a texture look blurry like that; any ideas?

SSS blurs the light (not the materials), and by the way it dissolves sharpness of details and fades out edges of contrasted textures tones.

That is why too high SSS values (strength and depth) turn every figure into an opalescent monochromatic statue.

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Posted: 19 March 2013 07:36 PM   [ Ignore ]   [ # 82 ]
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I had the same issue with Interjection and the glowing face problem.  I spent many frustrating hours tweaking HSS shader settings with little or no effect, but then I stumbled across this simple solution through trial and error.  I noticed that, for the Subsurface channel, the Subsurface Group is usually 0 (e.g. for V5 Bree, and the Elite textures Nicole and Valerie). Interjection changes the Subsurface Group setting to 5. So, after applying Interjection, I tried various Subsurface Group settings for the face and lip material zones, Settings of 3 or 4 seem to give the best results for the face and lips. I have no idea why this works. I can’t find any info on Subsurface Group settings.

Can anybody shed any light on the Subsurface Group setting ?

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Posted: 19 March 2013 08:35 PM   [ Ignore ]   [ # 83 ]
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Ashcloud - 19 March 2013 07:36 PM

Can anybody shed any light on the Subsurface Group setting ?

++

(joining my voice to this request to developpers for just spending 15 seconds in giving two words of explanation about the tools they provide)

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Posted: 20 March 2013 08:41 AM   [ Ignore ]   [ # 84 ]
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theSea - 16 January 2013 11:13 AM

Yes mapped shadows with high bias settings are going to ‘miss’ a lot of geometry; and for SSS to function properly proper shadowing is a must… raytraced shadows with a little softness and a bias of around 0.1 is a good start.

Regarding the SSS depth thing - this is how far into the substance the light is allowed to pass before it scatters, generally in CM if the shader interface is written correctly.  So values around 0.1 are going to be ‘correct’ for human skin.  You’ll need to reduce the shading rate for the SSS to around ‘1’ to reduce artifacting.  Don’t forget to set the index of refraction to 1.3 or so.

I’ve recently been experimenting with the UberShader2 and had some good results with the SSS engine there.

Check the commentary on this image from my rendo gallery for specifics:

http://www.renderosity.com/mod/gallery/index.php?image_id=2401210

Wow, can’t believe this is my first post to the “new” forums, been away for a while!

Great info Michael.
Michael. Yes thinking about the measurement increments in Daz Studio 1 being 1CM then a SSS scale of 0.1 makes sense I will have to try that.

The SSS Group setting is for when you have different SSS settings for different parts of the same object. Example I apply SSS to the Sclera, Skin, Teeth etc so I give the Skin a group number say 0 and then Teeth Group 1 and Sclera group 2 and so on. This is so 3Delight knows that different parts have different SSS properties. Without this grouping 3Delight would lump all SSS together as one when calculating.

As for getting a good balance between the colours burnt in to the textures and choosing what colour SSS to have is a matter of trial and error. But starting at a red colour for SSS and adjusting the diffuse has worked for me so far. I found, with using my limited library of older textures that I have in my library, I am choosing a very saturated colour with very little red in for the diffuse colour. wink

I am just starting to really get some tests going with this and to be honest it a going to take a while to get a grip on what does what and why. To be honest depending on what you want and the look you want there is no right or wrong way to do all this. I don’t use Ambient, I get lights to do that part, some love ambient that is there choice and there make some nice artwork with it too. So who am I to judge or tell anyone what is the right way. But I will say if you want realism then yes I do think there is a more defined path.

This is Chase skin textures by Morris on M4 in DS3A. All rendered with same light set up, Ray Trace Shadow Key Distant light. Two Fill light - Uber Spot two Back Rim lights - Uber Spots, One Bounce - Uber Spot Uber Environment 25% No HDRI Map just using the colour channel set to Occlusion with Soft Shadows. All the spots apart from bounce set to Deep Shadow Maps with 25% soft shadows. All lights white apart from the Uber Environment a mid blue. Oh yes all lights that have shadows, bias set to 0.10

Before: Loaded the skin maps and rendered, granted the lights were set up for the Uber Surfaces mats so it isn’t a fair comparison but it does illustrate the change.

1: My first attempt with adjusting the diffuse colour, reducing the red channel only.
No ambient in sight here
Spec colour white
Velvet a peach/brown 20% Strength at 15% Fall off.
100% strength with Interjection SSS maps loaded
SSS Colour 128, 0, 0
Scale 1.00
SSS Samples 128
No Translucency

2 Same as above with just changing the diffuse colour only

3: Again changing the diffuse colour and turning on Spec 2 channel. Which does make him look a little sweaty granted but these are only tests. smile

Oh and yes I know the eyes look weird in image 1 as I was playing about with the Fresnel settings but I think they look much better in image 3. smile

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before.jpgFinal_copy.jpgFinal8_copy_copy.jpgFinalBest_copy_copy.jpg
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Posted: 22 December 2013 08:19 PM   [ Ignore ]   [ # 85 ]
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http://www.daz3d.com/subsurface-shader-base

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