Taking what you said above and on your other thread I hear you on the documentation side of Uber products. I had to go away a look up words and terms on Google just to understand the documentation. What helped me was some Skin E-Book tutorials in the Dreamlight Library about real skin and applying PWsurface to replicate those real life effects. A recipe of sorts which then enabled me to make the adjustments that are needed for each and every skin texture set out there whether it it PWSurface 2 of HSS or UBer Surface/2.. Ok some vendors have pretty much the same skin texture map properties in general but they all have different subtle differences within a single vender’s catalogue. A lot of what I do is look at real word surfaces and how the look. Some skin is really redish pink, other plale and white, others with a more tanned looked, others dry and some oliy and so on. Specular highlights are dependent on what lights are used. Area lights seem to be more softer, spot lights more sharp.
On top of that you need good bump, displacement and Subsurface Scattering Maps. I always throw out the spec maps or use them in the Velvet channel. I will dig out a DA link with some good pointers about all the settings. I am off the bed now.
Taking what you said above and on your other thread I hear you on the documentation side of Uber products. I had to go away a look up words and terms on Google just to understand the documentation. What helped me was some Skin E-Book tutorials in the Dreamlight Library about real skin and applying PWsurface to replicate those real life effects. A recipe of sorts which then enabled me to make the adjustments that are needed for each and every skin texture set out there whether it it PWSurface 2 of HSS or UBer Surface/2.. Ok some vendors have pretty much the same skin texture map properties in general but they all have different subtle differences within a single vender’s catalogue. A lot of what I do is look at real word surfaces and how the look. Some skin is really redish pink, other plale and white, others with a more tanned looked, others dry and some oliy and so on. Specular highlights are dependent on what lights are used. Area lights seem to be more softer, spot lights more sharp.
On top of that you need good bump, displacement and Subsurface Scattering Maps. I always throw out the spec maps or use them in the Velvet channel. I will dig out a DA link with some good pointers about all the settings. I am off the bed now.
Wow I never would have even thought to look on DeviantArt for tutorials. Going through all your albums there now! I also went a head and added my DeviantArt gallery to my forum signatures, for better or worse. lol. Thanks again for the wealth of information and links!
I know it doesn’t give much understanding and if I can get my head sorted and get some time I am hoping to fix that. Well explain as much as I have learnt. Some functions I am still unsure what thery do in terms of the technology. I now the results I get if I use A, B or C just what they exaclty do is another matter. But I think starting a debate about this subject and get input form the community might help go a long way to educate folks. Hopefully in turn I will get the missing pieces.
Time for another one like I did where I started on page 1. This was for August’s Dreamlight monthly themed “The Best of Me” and I thought I would celebrate 3 years of DL membership by looking back at the Best of my images and take those aspects and put some together and this is the results.
DS4.5RC2 4 x Area lights (2 planes and 2 spheres) and Uber Enviro for Ambient light only. Dynamic Clothing, Deformers, Geometry Shell (to collide with the Frozen Dynamics with Offset set to 0.01)and Collison Mod used. Plus a hell of a ot of postwork.
YAY!!! I’m so glad I I cajoled you into doing a render for the August Dreamlight contest, and once I saw it, I had no doubts whatsoever that it was the winner.
Time for another one like I did where I started on page 1. This was for August’s Dreamlight monthly themed “The Best of Me” and I thought I would celebrate 3 years of DL membership by looking back at the Best of my images and take those aspects and put some together and this is the results.
DS4.5RC2 4 x Area lights (2 planes and 2 spheres) and Uber Enviro for Ambient light only. Dynamic Clothing, Deformers, Geometry Shell (to collide with the Frozen Dynamics with Offset set to 0.01)and Collison Mod used. Plus a hell of a ot of postwork.
Very nice Szark… I love the framing and atmosphere from this render. There’s so many ways to interpret this image. Well done!
What I am testing is using the second layer blend mode in Uber Surface 2. Using the Displacement maps for the vien that came with M5 (Phillip texture), plugging them in the Mask layer and using a de-saturated blue/grey for the diffuse channel. I think it works ok. Given I didn’t spend much time on this I think I could get better results with better displacement/mask maps. Morris and Jepe have some nice vien displacement maps in my runtime so I will test them out. I couldn’t use them with this one as the UV’s don’t match. Given more time I would expect to be able to adjust them in GIMP to suit.
This looks great, and just what I was hoping to play with, but in trying to convert HSS maps to UberSurface2 I ran into some issues which still have me stumped :/
Thanks Gedd.
Sorry I missed that thread. My understanding of HSS/US/2 is somewhat basic with little diffinative information out there so I do alot of test renders. I have posted some suggestions in that thread.
As for using the second layer I haven’t got any furher with it as time has been short recently.