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Luxus Skin Settings
Posted: 01 May 2013 03:37 AM   [ Ignore ]   [ # 106 ]
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Hellboy - 30 April 2013 03:38 PM

I’ve had good results by placing the diffuse maps in the Transmission Color to retain some detail. Will post those later.

That’s the way the other render engines i use works. (vray, modo)
The red color in shadow means too much or too deep SSS.

Thanks everybody again

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Posted: 01 May 2013 03:50 AM   [ Ignore ]   [ # 107 ]
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Slosh - 30 April 2013 11:13 PM

Eye and skin setting experiments.  I used a geoshell for the eye, but I don’t know that I couldn’t get the same result just using the glossy settings on the eye.  I don’t like the tear settings, but will work on that.

Maybe you can try using the sclethra’s textures in Transmission Color (and also the iris)

@InaneGlory: My opinion off course. The pictures from Dublin (rendered in Poser) looks like wax not skin. Especially the areas around mouth and eyes.

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Posted: 01 May 2013 03:55 AM   [ Ignore ]   [ # 108 ]
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fasttam - 01 May 2013 03:50 AM
Slosh - 30 April 2013 11:13 PM

Eye and skin setting experiments.  I used a geoshell for the eye, but I don’t know that I couldn’t get the same result just using the glossy settings on the eye.  I don’t like the tear settings, but will work on that.

Maybe you can try using the sclethra’s textures in Transmission Color (and also the iris)

@InaneGlory: My opinion off course. The pictures from Dublin (rendered in Poser) looks like wax not skin. Especially the areas around mouth and eyes.

The textures are in the Transmission Color… the problem is with this particular eye texture.  The sclera does not have much color or detail to it.  I think these eyes would look great with a different texture set.

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Posted: 01 May 2013 03:57 AM   [ Ignore ]   [ # 109 ]
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fasttam - 01 May 2013 03:37 AM
Hellboy - 30 April 2013 03:38 PM

I’ve had good results by placing the diffuse maps in the Transmission Color to retain some detail. Will post those later.

That’s the way the other render engines i use works. (vray, modo)
The red color in shadow means too much or too deep SSS.

Thanks everybody again

You do want some color in the shadows, however.  Look at your own face in the mirror or at photos or tv.  We don’t get gray shadows on our face, except in very harsh light, because of the SSS in our skin.

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Posted: 01 May 2013 11:36 AM   [ Ignore ]   [ # 110 ]
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I am sorry, InaneGlory, for my reaction to the opinion you shared.  I think I just got offended by your presentation of your opinion.  I basically felt like you were saying, “All you guys are so stupid for using those settings.  This is what you should really be doing.”  I think it’s obvious that you don’t have that sort of attitude and I should not have taken it as such.

At the beginning of this thread the settings of 500,500 were totally off for anyone using them.  I think that InaneGlory had the same problem trying to use my settings and therefore I would have had the same opinion that he had, given those results.  I still don’t know what it is about my setup that made 500,500 work where it did not work for others, and only after DL my file did people get the same results. 

In the spirit of being fair, I decided to try InaneGlory’s suggestion of volume absorption 2250, scatter 4.  Below is a comparison of those settings vs. the setting tossed around by me at the onset of this thread.

The girls have every setting identical, except the volume absorption scale and volume scatter scale.  My settings of 500 for each has been used on one of the girls and 2250,4 has been used on the other.

To tell the truth, the difference at render is so subtle, I would have a very difficult time saying which was which.  In fact, only one of the girls even displays the slightest hint of subsurface scattering and that is the one set at 500,500.  As InaneGlory said, it should enhance the skin tone not recolor or overpower it, and I think he would have to agree that 500,500 does not overpower or recolor the skin.  It does, however, enhance it whereas 2250,4 does not appear to have any effect whatsoever.

I think the flatness and lack of bump or sheen in the Dublin girl is due to other settings that InaneGlory may have used and is more down to his personal taste, because in my example, using 2250,4 does not take away any of these features like I originally accused them of doing.  The main problem I found was that 500,500 left a few red sparkles after 7 hours, where 2250,4 left none.  I think this is due to the scatter being so low.  Maybe a compromise of 250 for scatter would be better.  Also, maybe a slightly higher absorption scale would show a bit more of the scatter effect, which I think is needed here.

So, I will try another render later at maybe 1000, 250 and see if that makes the difference.  The funny thing is, after typing that last sentence, I see that Hellboy’s settings are 1000, 100.  I guess he already deduced all of this.  smile

 

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Posted: 01 May 2013 12:12 PM   [ Ignore ]   [ # 111 ]
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Slosh - 01 May 2013 11:36 AM

I see that Hellboy’s settings are 1000, 100.  I guess he already deduced all of this.  smile

I have not deduced anything so far, right now I’m just twisting things and see what happens. XD
This is today’s experiment. Have to tweak it a lot more.
This is fun smile

 

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Posted: 01 May 2013 12:30 PM   [ Ignore ]   [ # 112 ]
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Hellboy - 01 May 2013 12:12 PM
Slosh - 01 May 2013 11:36 AM

I see that Hellboy’s settings are 1000, 100.  I guess he already deduced all of this.  smile

I have not deduced anything so far, right now I’m just twisting things and see what happens. XD
This is today’s experiment. Have to tweak it a lot more.
This is fun smile

You are getting such great results, HB.  I have to play with the settings you gave earlier.  Just haven’t had the time yet.

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Posted: 01 May 2013 12:35 PM   [ Ignore ]   [ # 113 ]
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500 absorption and 100 scatter plus face texture in the transmission channel. Also finally getting some where with the eyes, iris and sclera are set to a glass geo shell with 1.33 IOR, those are real reflections from the two mesh lights.

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Posted: 01 May 2013 02:34 PM   [ Ignore ]   [ # 114 ]
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Again 500 absorption and 100 scatter with textures in the transmission channel, Does the skin look like its made from plastic?

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Posted: 01 May 2013 02:59 PM   [ Ignore ]   [ # 115 ]
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Michael_G - 01 May 2013 12:35 PM

500 absorption and 100 scatter plus face texture in the transmission channel. Also finally getting some where with the eyes, iris and sclera are set to a glass geo shell with 1.33 IOR, those are real reflections from the two mesh lights.

Looking really good, Michael.  I would have liked to see your other entry, but of course the mods removed it.  I’d say we are coming along very nicely.  I don’t understand, though, why our eyes don’t have reflections across the entire surface instead of just the cornea.  Even using a geoshell, they don’t seem to spread.  I did some experiments where I colored the eye completely dark blue, sclera and all, to test the reflections in the geoshell.  That seemed to work, but as soon as I put the eye textures back in, the reflections were not visible.  I’m sure it’s just a matter of tweaking, but there are never enough hours in the day.

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Posted: 01 May 2013 03:03 PM   [ Ignore ]   [ # 116 ]
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Even a naked backside with censor is not allowed,  this forum sucks.

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Posted: 01 May 2013 03:25 PM   [ Ignore ]   [ # 117 ]
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Michael_G - 01 May 2013 03:03 PM

Even a naked backside with censor is not allowed,  this forum sucks.

Announcement here   http://www.daz3d.com/forums/viewannounce/3279_38/

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Posted: 01 May 2013 08:59 PM   [ Ignore ]   [ # 118 ]
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Gave Phillip and Glossy Translucent with Volume a rest to play with eyes. But got distracted with David 5 texture and got this with the simple Glossy material. I noticed there is already Absorption Color and Absorption Depth in the Glossy material. I thought it was like Reality’s Glossy which is pretty boring. And seems those are enough for a nice, fast SSS effect. I assume there is no translucency with a back light, but I like this for regular lighting situations.
I’m very happy with the result, but I’m open to suggestions.

Now, I am also playing with custom eye surfaces, but I’m not setting the glass material right because its taking more than usual to render. Should have used Architectural, but not sure how much that would help. In a separate test, the eyes didn´t took that long. Will get to that later. smile

That ends today’s experiments XD.

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Posted: 01 May 2013 09:36 PM   [ Ignore ]   [ # 119 ]
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Hellboy - 01 May 2013 08:59 PM

Gave Phillip and Glossy Translucent with Volume a rest to play with eyes. But got distracted with David 5 texture and got this with the simple Glossy material. I noticed there is already Absorption Color and Absorption Depth in the Glossy material. I thought it was like Reality’s Glossy which is pretty boring. And seems those are enough for a nice, fast SSS effect. I assume there is no translucency with a back light, but I like this for regular lighting situations.
I’m very happy with the result, but I’m open to suggestions.

Now, I am also playing with custom eye surfaces, but I’m not setting the glass material right because its taking more than usual to render. Should have used Architectural, but not sure how much that would help. In a separate test, the eyes didn´t took that long. Will get to that later. smile

That ends today’s experiments XD.

Yeah, the glossy has absClr and absDpth, which is great for the eyeball surfaces.  I use some of the absorption to give the bluish hue that the sclera can have (or yellowish, depending on the eye).  As for your floating eyeballs there, did you put a geoshell on them and apply the glass/glass2 material?  And yes, the architectural will speed things up and also keep you from getting a black edge, but that doesn’t seem to be a problem for you here.  I mostly notice the black edge on my cornea when it was the only surface with glass applied.  But, when I apply it to a geoshell that includes the cornea and the sclera, there is no black edge.  Looks like that’s what you have here.

I’ve been playing with your skin settings on a female character, trying to get that pale peaches and cream complexion.  I think I have a good grasp on it and have found that now all I need to do is change the GTA color to get the shade of skin that I am after.  Think suntans, ethnicity, olive complexion, etc.

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Posted: 01 May 2013 10:00 PM   [ Ignore ]   [ # 120 ]
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No, those are custom made eye surfaces with a custom bump map.
I’ll experiment with other glass settings later.

I wan’t to see what you do next. smile

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