I’m that annoying chick from wancow’s “3Delight Surface and Lighting Thread” thread, and I came to haunt you here as well. I’m really really sorry, but there are things that you aren’t doing correctly. I hope I can help. It’s not like I’m full of myself to the point of forcing my “opinion” on others - it’s just that it’s not an opinion. And knowledge is power. Please forgive me.
The ambient is a UE at 35%. There is a 3pt light setup with the main set to 50%, raytraced shadows, fill at 10%, no shadows, and back at 20%, no shadows.
I wrote that in wancow’s thread, but here I’ll repeat myself (and theSea):
All lights MUST cast shadows if you’re using SSS. IBL (UE or ahEnv or whatever) MUST use AO. Otherwise you’ll get light rays where they don’t belong.
SSS is raytraced in all the shaders we’ve got available so far. Raytracing is a technique that’s pretty sensitive to physical correctness of your setup - it was based on real optics.
Just think: you don’t want the backlight to bleed all the way through your figure as if it were transparent?
Especially if you’re using a SSS scale above 0.1 which already turns your lifesize human into a figurine, in the “eyes” of the shader.
// more on the scale in my first post in wancow’s thread… sorry it’s so long, but it was designed to be fairly useful, so you may want to consult it as well: http://www.daz3d.com/forums/viewthread/21611/P30/#318536 //
The specular was set to a blue grey which was changed to 2 spec at different levels of pink, light and lighter.
Congratulations, you’ve just created a metallic type of material with UberSurface. Please refer to http://www.manufato.com/?p=902 for ideas on setting up specular in a more physically correct way for dielectrics.
Yes I know it used to be fashionable, simply using the “metallic” mode of default “DAZ Material” for skin, but when you’ve got a better tool, obsolete techniques are just that… obsolete…
And skin’s main highlights are never pink. Honest!! They’re white. I would’ve adviced you to just grab a mirror, but this would only be real apparent if you’ve got oily skin…
Fresnel was turned on and adjusted, sss also.
Is that the default UberSurface, not the paid-for US2? Then unless you’re using the Reflection node on your surfaces, Fresnel won’t do anything. It only attenuates the reflection strength in all the other shaders apart from US2. Check omnifreaker’s own wiki for US2:
“Fresnel controls now affect Specular for more realistic effects.”
“Now”. Never before. That’s one of the bigger selling points of US2.
If you don’t believe me, try a simple test: load a sphere, setup two lights: one to shine it right “in the face”, another a glancing backlight. Set them to specular only for more clarity. Load the default UberSurface onto the sphere and try enabling Fresnel and fidgeting with it.
It won’t help you neither make your “in your face” specular dimmer, nor make your glancing specular brighter (and this is exactly what Fresnel is supposed to do).
Then ditch the spec lights and enable Reflection. Set it to Envmap, for speed (and so as to avoid loading other objects to reflect raytracedly). Load an environment map for it, those from UE2 will do (just browse to their location and load). Now play with the Fresnel and see the effect!
And if you have US2, load it onto the sphere and repeat the specular test. You will notice the effect.
I’ve done these tests. I would’ve uploaded images, but a) I’m on a different computer right now, unfortunately; b) it’s better to see this personally, for youself.
Sorry again for being longwinded.