I mean for the slider/dial-spin stuff. It feels like I got a piano that is not in tune and I cant find someone to tune it for me.
I’ve posted some settings I came up with for AoA’s SSS earlier in this thread, feel free to do with them whatever you want. If anything’s not clear, ask away, either here or through PMs. This shader is fairly capricious, BTW, as far as its interaction with lights goes (this is why all those little lightsets on my sharecg); a bit later I will be testing if it’s due to AoA’s particular implementation or if it’s inherited from the actual SSS brick in Shader Mixer.
What I mean is that it generally works great with simpler ”basic” lighting, like distant or spot lights, UE2 with omnifreaker’s default IBL maps etc. But it reacts much stronger to changing that one IBL map than my go-to US2.
I hope to have the first part of my long-overdue ”SSS treatise” online in a few weeks (real life keeps getting in the way, and US2’s SSS controls apparently have no actual documentation that I could find… so I’m still doing tests to see exactly what the effects of the parameters are). And then I will get down to business regarding the SSS brick thing; this will be part II.
The SSS effect on eyebrows (and other parts) are controlled with a separate SSS strength map which I plugged into the SSS strength slot.
The lady looks great, Wowie! As I said, a delicate flower. Now I’ve read you’re using higher scales, it makes sense how you achieved that.
The gentleman a few posts above is probably a bit too shiny, but I guess it’s because you’re using HSS which does not do Fresnel attenuation of specular… IMO it’s pretty much indispensable unless you’re willing to ”cheat” with a lower spec overall and a set of spec-only lights in strategic places =) A reflection map set to Fresnel also helps, but it gives a different look.
But. I would love to dare you. Try getting real black eyebrows or black ”goth” makeup with a SSS strength map on a single-level shader, like the HSS you’re using. Make it as black as on the diffuse map. I failed at that. Can you? Please?
That’s a bit more complicated as just specifying one scatter color for the overall skin and wanting to get something realistic
The most accurate way would be to use Luxrender or some other unbiased engine…So cheating is the best thing to do.
I quit LuxRender for good, it’s too much like photography. It’s for someone else (for those who can take a good photo, it´s an awesome tool). So yeah, ”cheating” is what I prefer – if anything, it’s much, much more flexible than anything. But they way I prefer to do it, it’s more like ”physically-based cheating” for lack of a better word. When it comes to lighting, I try to pretend I’m going for ”realism” - all lights (including specular-only ones, even though their very existence is a ”cheat”) casting shadows, environment lights using maps, etc. But. When it comes to surfaces, I want them to have ”tangible” properties. More like a Plato-like ”idea” than its ”shadow” in the ”real world” =) So I tend to exaggerrate those surface qualities that I find distinctive. Am I making any sense? It’s one of those aspects that is incredibly hard for me to put into words, since it bypasses conscious evaluation. It’s ”seeing and reproducing”. But what exactly _my_ eye sees might well be different from anyone else’s!
US2 should be better than US
It is. It’s just that the actual docs is fairly sparse. I’m trying to write a concise guide to meaningful fiddling with the SSS parameters of it, but I fear that even if it had the best docs in the world, it would still be an area where only experience can help achieve desired effects without that endless tweak-rerender-tweak cycle. There are several handy presets provided by default which are a good starting point for many of the materials imaginable, though.
Finally as for inpiring picture I don’t know. I made so many test renders (just looked at one folder : 1183 files 789 Mo) Do you like rabbits ? (PS there is a point light behind the green rabbit that is why it glows)
These are awesome rabbits =) And thanks for the links to the classic test models! I should be using them for Part II of my ”treatise” =)
As for procedural skin shader I’m not sure it is a good idea because it will be a bit monotonous. Using a map is still the best way to break it.
You see, it kinda depends. For closeups and ”photorealism”, then you’re absolutely right, you just cannot replace a photo texture. But for what I do… which does not really have closeups that often, and which tends to be, I don’t know… ”hyper”-real, as I tried to describe above… I think it should be okay. Especially for toons.
Take a look: it’s a morphed version of Sixus1’s HER, and it uses procedurally generated noise maps. These are not procedural shaders, it’s US2 with two maps plugged into the bump channel (no other maps): one for lips and another one for the rest of the skin surfaces. Random noise maps generated in Paint.NET.
So I think that for my purposes, a procedural shader should be great. It should have more flexibility than pre-generated noise maps.
only Layer1 used, only parameters of active channels listed (others are off)
white, 5% strength
Noise map generated in Paint.NET
min -0.04, max 0.02
90% strength, falloff 2
(67, 118, 146), 175% strength, glossiness 10%
“Skin2” preset, 100% strength, scale 0.1, shading rate 2
Click thumbnail to see full-size image