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UberSurface Tutorial
Posted: 25 June 2014 05:25 PM   [ Ignore ]   [ # 46 ]
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Sertorial - 25 June 2014 04:35 PM

Yes, this is what I am talking about! I shall check out your tutorial. Thanks! smile

You are most welcome, and thank you for checking it out! Feel free to ask me any questions that may arise, either in my thread or by PM.

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Posted: 27 June 2014 12:13 AM   [ Ignore ]   [ # 47 ]
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Mustakettu85 - 25 June 2014 03:42 PM

Hello everyone,
Mine went live yesterday =) Please see the link to my Freepository thread at the bottom of this post.

I don’t mind collaborating with someone as nice as Szark, but preferably as an “informal advisor” or something this time - I’m fairly burnt out on actual writing as of right now… remember I also do a lot of tech writing for my job, so it drives me crazy sometimes =)

Congratulations. I did checked out the EnvLight guide but haven’t had the time to try it out yet.

As for technical writing, I am all too familiar with that sentiment. I usually ‘disappear’ for a week or two and do something entirely different before even trying to write another one.

Oh yes. On that note. Szark, if you want some input, I’d be happy to share my experience working with the various Omnifreaker’s shaders.

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Posted: 27 June 2014 08:04 AM   [ Ignore ]   [ # 48 ]
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Mustakettu85 - 25 June 2014 05:25 PM
Sertorial - 25 June 2014 04:35 PM

Yes, this is what I am talking about! I shall check out your tutorial. Thanks! smile

You are most welcome, and thank you for checking it out! Feel free to ask me any questions that may arise, either in my thread or by PM.

Ok, so it looks like I shall have to purchase US2 to get the waxy skin effect. Right? Is it worth the extra spend? (I mean, is it significantly better than ubersurface which I already have?)

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Posted: 27 June 2014 09:50 AM   [ Ignore ]   [ # 49 ]
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wowie - 27 June 2014 12:13 AM

Congratulations. I did checked out the EnvLight guide but haven’t had the time to try it out yet.

Thank you!
BTW, other cool things from the 3Delight samples… the “physicalsun.sl” is a nifty distant light that changes colour with its position in the sky like a real sun (it has a “physicalsky” companion that is an imager shader painting a sky (no clouds, but nice) in the background… works great… apart from the fact that you somehow cannot pass any meaningful info to an imager shader from within DS, so you have to recompile it every darned time you want to move the sun!!). I’m working on “architectural.sl” now which is an interesting multi-purpose surface shader for plastics, metals etc.

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Posted: 27 June 2014 09:59 AM   [ Ignore ]   [ # 50 ]
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Sertorial - 27 June 2014 08:04 AM

Ok, so it looks like I shall have to purchase US2 to get the waxy skin effect. Right? Is it worth the extra spend? (I mean, is it significantly better than ubersurface which I already have?)

First of all, you can get this effect with the original one, too (see the Bree examples), but with more fiddling. Then… yes US2 is indeed better! Just the better SSS controls and Fresnel attenuation of specular make it worth its price (okay, I got it in a sale back than, but there’s always a sale or other going on here…) Moreover, you get a handful of nifty tiling textures with it, with presets - like a mini material pack. And that’s for its Layer2, so you could, say, convert an old UberSurface preset of car paint to US2 (there’s a script that does it, the user only has to adjust the few parameters that work differently) and cover it with rust spots.

Then, if you use IDL with UE2, US2 will let you set max diffuse depth per surface to speed the calculations up for those surfaces that don’t need the second+ bounce.

It will also let you disable shadow casting per surface, rather than per the whole node - very handy in many cases.

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Posted: 27 June 2014 10:24 AM   [ Ignore ]   [ # 51 ]
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Sertorial - 27 June 2014 08:04 AM

Ok, so it looks like I shall have to purchase US2 to get the waxy skin effect. Right? Is it worth the extra spend? (I mean, is it significantly better than ubersurface which I already have?)

Echoing Mustakettu85, You should be able to get a similar look with all the ‘bundled’ DAZ Studio shaders ie Elite Human Surface Shader, UberSurface and AoA Subsurface Shader. So you don’t need US2. US2 does offer much more control of how the SSS is rendered. I firmly believe outside of the ability to pick how SSS is applied (post and pre SSS), it’s a more robust option than AoA’s Subsurface Shader.

If you want to have that ‘wax’ look, the dial to play around with is Subsurface scale, which is present in all the shaders above. It basically controls how ‘deep’ the translucence will be for the object. The higher the number, the deeper the light enters the object, hence the more translucent it appears.

Here are some example renders taken at 0.5, 1 and 2.

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0.5_.jpg1.jpg2.jpg
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Posted: 27 June 2014 12:24 PM   [ Ignore ]   [ # 52 ]
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wowie - 27 June 2014 10:24 AM
Sertorial - 27 June 2014 08:04 AM

Ok, so it looks like I shall have to purchase US2 to get the waxy skin effect. Right? Is it worth the extra spend? (I mean, is it significantly better than ubersurface which I already have?)

Echoing Mustakettu85, You should be able to get a similar look with all the ‘bundled’ DAZ Studio shaders ie Elite Human Surface Shader, UberSurface and AoA Subsurface Shader. So you don’t need US2. US2 does offer much more control of how the SSS is rendered. I firmly believe outside of the ability to pick how SSS is applied (post and pre SSS), it’s a more robust option than AoA’s Subsurface Shader.

If you want to have that ‘wax’ look, the dial to play around with is Subsurface scale, which is present in all the shaders above. It basically controls how ‘deep’ the translucence will be for the object. The higher the number, the deeper the light enters the object, hence the more translucent it appears.

Here are some example renders taken at 0.5, 1 and 2.

Oh WOWIE!!! this is just what i am looking for! Please can you post your settings? (a screenshot of the shader tab would be great). I suspect lighting is just as important, so maybe you could tell me the light setup too? (I tend to use UE2 and a cpl of distants)

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Posted: 27 June 2014 11:28 PM   [ Ignore ]   [ # 53 ]
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Sertorial - 27 June 2014 12:24 PM

Oh WOWIE!!! this is just what i am looking for! Please can you post your settings? (a screenshot of the shader tab would be great). I suspect lighting is just as important, so maybe you could tell me the light setup too? (I tend to use UE2 and a cpl of distants)

Well, these were taken with this:
http://www.daz3d.com/new-releases/photo-studio-kit
I’m using US2 though, so those settings don’t go over well to other shaders.

 

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Posted: 28 June 2014 03:20 AM   [ Ignore ]   [ # 54 ]
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Aha! Finally! After all this trying

Thanks to Mustakettu85 for this (though I have yet to understand which channels in the US shader are actually producing this effect, because I thought I had tried every one of these damn settings already!)

- not sure what happened to the eyes. Need to fix those.

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the_waxy_look.jpg
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Posted: 28 June 2014 04:02 PM   [ Ignore ]   [ # 55 ]
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Sertorial - 28 June 2014 03:20 AM

Aha! Finally! After all this trying

Thanks to Mustakettu85 for this (though I have yet to understand which channels in the US shader are actually producing this effect, because I thought I had tried every one of these damn settings already!)

- not sure what happened to the eyes. Need to fix those.

You’re welcome!
Try these FiberMesh eyebrows by JoeQuick: http://www.sharecg.com/v/62327/gallery/21/DAZ-Studio/Free-Genesis-Fibermesh-Eyebrows

About the eyes, yeah they’re tricky to get right when there is nothing else in the scene (because they need to have something bright reflected in them to look alive). Reflection maps are a possibility, but they are not “created equal” - basically a reflection map defines a “skydome”, and you need to have its brightest point in front of your figure to make it look pretty… My favourite map is this:
http://www.openfootage.net/?p=329

You can DL the smaller file, it’s big enough for eyes. There’s a script in the UE2 folder, “HDR to TIF” or something: run it and point to this HDR file. It will make a special TIFF copy out of it in the same folder, and you can load the TIFF in the Reflection channel of the EyeReflection surface. When your figure is looking in the more or less default direction, I find it gives the prettiest highlight.

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Posted: 28 June 2014 05:36 PM   [ Ignore ]   [ # 56 ]
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Mustakettu85 - 28 June 2014 04:02 PM

About the eyes, yeah they’re tricky to get right when there is nothing else in the scene (because they need to have something bright reflected in them to look alive). Reflection maps are a possibility, but they are not “created equal” - basically a reflection map defines a “skydome”, and you need to have its brightest point in front of your figure to make it look pretty… My favourite map is this:
http://www.openfootage.net/?p=329

No, I wasn’t referring to reflection maps. What I meant was that when I apply your Mk85 Bree Example 4 materials preset, it seems to do something funny to the eyes - the irises go green and the sclera also look odd. And I cant seem to get them back to normal looking Bree eyes…

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Posted: 28 June 2014 07:39 PM   [ Ignore ]   [ # 57 ]
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Sertorial - 28 June 2014 05:36 PM

No, I wasn’t referring to reflection maps. What I meant was that when I apply your Mk85 Bree Example 4 materials preset, it seems to do something funny to the eyes - the irises go green and the sclera also look odd. And I cant seem to get them back to normal looking Bree eyes…

Ah, that. It’s simply set to load the green maps from Bree’s eye collection (‘cause I just saved my Trippixie mat settings into the file, and she uses the green maps), and it also applies my-style SSS to the sclera. If you want her default eyes, you should simply then apply any of the eye presets that come with G2F =)

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Posted: 29 June 2014 02:54 PM   [ Ignore ]   [ # 58 ]
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Mustakettu85 - 28 June 2014 07:39 PM

Ah, that. It’s simply set to load the green maps from Bree’s eye collection (‘cause I just saved my Trippixie mat settings into the file, and she uses the green maps), and it also applies my-style SSS to the sclera. If you want her default eyes, you should simply then apply any of the eye presets that come with G2F =)

Hi Mustakettu,

Just finished reading your SSS guide. Thanks for the Renderman links.

Couple of things to add :
For the SSS driven technique, I find it useful to have a balanced mix between diffuse map in the diffuse channel and SSS colors/color map.  Most of the diffuse details will only show up via the diffuse channel and not SSS. However, it is very hard to get a good balance between the two.With SSS color maps or strength maps, you do break the uniformness a bit, but I find the skin looks too ‘flushed’ because most of the backscatter is ‘baked’ into the color/strength maps.

Some renders with UberSurface with and without Bree SSS color maps to show what I mean.

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1.jpg2.jpg
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Posted: 30 June 2014 08:43 AM   [ Ignore ]   [ # 59 ]
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wowie - 29 June 2014 02:54 PM

Some renders with UberSurface with and without Bree SSS color maps to show what I mean.

Yeah, I understand this. I generally use the original diffuse maps for SSS, and add particular colour regions to them manually in an image editor, as needed. For example, the bruise on the guy’s face here is an overlay to the diffuse map which is then stuck into the SSS colour channel: http://mustakettu85.deviantart.com/art/Forlorn-425114889

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Posted: 01 July 2014 05:53 PM   [ Ignore ]   [ # 60 ]
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So I am able to get the sss working (by setting it to a pale pink, strength 100%, scale 0.1, rate 1) and offsetting the pink cast with a pale green in the diffuse channel (with diffuse switched off, by the way, as Mustakettu85 recommends). Look at the ears! Great! :D

But my problem now is that the face is ghostly white and featureless (presumably because all the human stuff like skin colour and eyebrows) are in the diffuse channel (which is now switched off). So how do I bring those features back without losing my SSS?

It seems like you can only have SSS or diffuse, but not both (since they work against each other)?!

See my image of Vicky 6 (ie Genesis 2)

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07_glossiness_50%_sharpness_11%.jpg
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