Okay… first off, there are a bunch, and I mean A BUNCH of people out there experimenting with Sufrace Settings trying to get good skin, and good surfaces, amoung other things.
Let’s Start with lights.
If you are going to post to this thread, please use a lightset you have created or one that is freely available from ShareCG. Please be so kind as to post your light settings or post the light set itself on SCG or DA or whevever so the rest of us can experiment with those. Having a baseline is important, and lights are a very huge part of any baseline in rendering.
For now, I’ll be using this light set: http://www.sharecg.com/v/69039/view/21/DAZ-Studio/WC-3Delight-Baseline-Test-Lighting
It contains four lights, Ue2 and a camera. The standard 3 Point Light Set, Key, Fill and Back, and a specular light attached to the camera.
Shaders: Please limit your shaders to those that come with D|S or those freely available. That means DAZ Studio Default, Human Surface, UberSurface… the UberSurface2 and PW Shaders are purchased, and that’s great, but we’re trying to work within everyone’s means, so let’s keep it as simple as possible.
When you post your render, please describe the important settings you used.
I will not cloud the innitial post with my attitude about surfaces, but let me just say this: It has come to my attention that with Skin Materials Diffuse when used with SubSurface Scattering should add up to around 100%, with Diffuse being weak and SSS being strong. I’ve been told that a setting of 30% Diffuse - 70% SSS. Some believe Specular should be part of that mix, but I’m telling you this: Specular represents a different surface, oil and/or moisture on the skin, and should be considered to be a separate surface within that shader.
This is not true of solid materials that do not have SubSurface Scattering. Carefully consider the surface you are creating when setting up your shader. Metal should have no SSS, but Diffuse and Specular and perhaps some reflection.
Cloth should have Diffuse, Specular and SSS.
Concrete depends on if it’s shiny or rough. Rough will have no reflective qualities, but shiny probably should.
What the goal of this thread is: To be the GOTO thread for understanding Shaders in 3Delight under controlled conditions (shared light sets or easily set up light sets).