iray skin needs its own base mixing.

245

Comments

  • Where the green is coming from:

    When you shine 'white' light onto something you're actually shining a chord consisting of {red, orange, yellow, green, blue, indigo, violet}, with each colour being of slightly different amplitude*. If you filter out {red, orange} at one depth you'll be left with {yellow, green, blue, indigo, violet} which then appears green to the human eye.

    * The amplitudes will vary depending on the colour temperature of the light source. Hotter sources will have more blue, cooler more red.

    Disclaimer: I'm a physicist who only uses 3Delight.

     

  • ToyenToyen Posts: 2,047

    Yes I agree!!

    There should be PBR Skin in addition to the 3 types of shaders we already have with several layers simulating the subdermal and epidermal layers of the skin and so on.

    My guess is that maybe with next gen figures, we might get this.

  • j cade said:

    I think the problem you'd run into is that even controlling for lighting, different vendors simply have different styles and different ideas of what looks best Even then, If you give, lets say, FW and Gypseyangel character the same material settings they still may not match because the textures themselves are very different styles.

     

    I am in sympathy, but I dont think asking a bunch of different vendors to conform to one standard is likely, your best option is probably to pick a skin you really like the settings for and use it as a material preset for all your skins by first applying the skin with the textures you want and cntrl-clicking your donor character material to apply its materials whithout overwriting the textures uou want to use.

    If you want to be a little more elegant about it, you could pick a character who's settings you like and use it to make a material preset. Its super easy, actually: just apply the character materials you want to borrow from go file>save as>material preset. Name and put it where you'd like. A save options window will come up, in the top right theres a thing for more options select "uncheck all images" and save. you've now made a material preset of your favorite settings that won't overwrite textures.

    If you're extra fancy like me you can make your own fully custom material setup with settings that get things exactly how you want them, I can get any character looking exactly fitting in with my style in just a few clicks.

     

    And yes Iray is capable of very nice SSS. here's my proof of concept only image maps are bumps and normals the rest is just flat color and material settings 

    Good, Accept that your ears are orange. Does your character have orange blood? =D

     

     

  • Oso3DOso3D Posts: 15,095

    Ears often look orange when backlit, so... that's sometimes accurate.

     

  • deleted userdeleted user Posts: 1,204
    edited September 2016

    I know this proably sounds like a crazy idea but largley I've given up on iray for skin and end up using AoA Subsurface instead because it behaves as skin should... Where I can apply my skin, get the settings where I want it, and then there it is... I don't really need to mess with it anymore and change is constantly because I DARED add a point light to the scene.. lol It's not the most real setting ever but I dont know whats worse... Fighting for 4 hours to make the skin look nice in 1 scene, or having less realistic skin but I can hop them around from scene to scene nearly flawlessly. But at least AoA SSS retains its subsurface without turing them into Gum, Stone, or Plastic. Thats the real test is being able to use them in multiple scenes. Another thing I like about it is that I can quickly add other people to the scene and apply the same shader and they merge nicely usualy only with a few minor ajustments needed.

    NG1.jpg
    400 x 667 - 30K
    NG2.jpg
    400 x 667 - 27K
    NG3.jpg
    400 x 667 - 27K
    NG4.jpg
    400 x 667 - 28K
    Post edited by deleted user on
  • wolf359wolf359 Posts: 3,943

    "Every skin you buy is SO vastly different from one another there is no such thing as "knowing exactly what to do" because every skin has its own learning curve. Your basicly forced to re-learn how to do skin, every single skin you buy."

    +1cool

    The above is the core of the problem and the source of my frustration.
    Not sure how it can be addressed short of some Daz imposed uniform standard for the Base shader.
    which itself would be nearly impossible when you consider the varibles like the ethnicity of the Characters skin, and Emissive lights vs HDRI.

    As a person who still prefers Blender cycles for stills I dont even consider this an Iray issue but more of a PBR issue in general.
    Sure we can go "by the numbers" and create metals& stone rather easily but organics surfaces are much less subject to any uniform formulas.

  • Oso3DOso3D Posts: 15,095
    edited September 2016

    What I do is save a preset for skin values, and treat skins I buy as sources of texture maps only (mainly, diffuse + bump/normal)

    As for AoA Subsurface... it produces decent results, but I can't handle how slow it is. I usually just convert to UberSurface2 and apply one of the skin settings and it's good enough in 3DL.

     

    Post edited by Oso3D on
  • What I do is save a preset for skin values, and treat skins I buy as sources of texture maps only (mainly, diffuse + bump/normal)

    As for AoA Subsurface... it produces decent results, but I can't handle how slow it is. I usually just convert to UberSurface2 and apply one of the skin settings and it's good enough in 3DL.

     

    No you miss read. I use AoA SSS in iray...

  • Oso3DOso3D Posts: 15,095

    I'm surprised that converts properly. Huh.

     

  • AllenArtAllenArt Posts: 7,175
    edited September 2016

    I'll be adding backscatter to my skin shaders from now on. Does a lot to remove that "candle wax" look.

    Laurie

     

    Test 2 Skin Kyle - Backscatter.jpg
    1500 x 1299 - 668K
    Post edited by AllenArt on
  • 3anson3anson Posts: 314

    Iray cannot read the AoA shader, so what you are rendering is Iray's best effort on just the texture imagesindecision

  • j cadej cade Posts: 2,310
    3anson said:

    Iray cannot read the AoA shader, so what you are rendering is Iray's best effort on just the texture imagesindecision

    Iray can read it ant convert it to the Iray uber to some extent Iray actually does quite a good job of translating stuff from the AOA shader, but if you, say, apply the Iray base shader to your figure that had the aoa setup, the render you get out will be exactly the same

  • SorelSorel Posts: 1,416
    AllenArt said:

    I'll be adding backscatter to my skin shaders from now on. Does a lot to remove that "candle wax" look.

    Laurie

     

    Damn he's gorgeous
  • AllenArtAllenArt Posts: 7,175

    I'll be adding backscatter to my skin shaders from now on.

    Laurie

     

    Sorel said:
    AllenArt said:

    I'll be adding backscatter to my skin shaders from now on. Does a lot to remove that "candle wax" look.

    Laurie

     

     

    Damn he's gorgeous

    Isn't he? Hehe. I think he's my new fave ;)

    Laurie

  • Oso3DOso3D Posts: 15,095

    I'll be curious how backscatter works for you, I've found it incredibly finicky!

  • L'AdairL'Adair Posts: 9,479
    AllenArt said:

    I'll be adding backscatter to my skin shaders from now on. Does a lot to remove that "candle wax" look.

    Laurie

    Care to share your backscatter settings?

    I've got three g2f characters that use backscatter in the eyes, but somehow the same setting ended up on the skin, too. They look fine in the viewport, but their skin always renders as flat (no 3d) white... I fixed them by editing the duf and removing the backscatter!

    So I'm real interested in your settings, because your guy looks positively amazing... (drool..., er, "Two thumbs up!")

  • AllenArtAllenArt Posts: 7,175

    I'll be curious how backscatter works for you, I've found it incredibly finicky!

    Depends on the model and the skin. The settings I used seem to work fine on G3M so far....not quite so well on G2M....testing continues ;).

    Laurie

  • kyoto kidkyoto kid Posts: 42,094
    j cade said:
     

    And yes Iray is capable of very nice SSS. here's my proof of concept only image maps are bumps and normals the rest is just flat color and material settings 

    ...unless you are still working in 4.8 where the version of Iray doesn't support SSS very well without a tonne of adjustments.

  • j cade said:

     

    and for fun the sss settings of victoria 7 (no maps obviously) Why is it green? there's nothing green anywhere?

    I'm wondering if this has something to do with needing to set one of the governing colors to its complement.  That is, the settings are actually blocking out the very wavelength (on either the initial scatter or the rebound to the surface) that you're expecting to show through.

    I don't know how applicable it is to DAZ's rendering, but my stray (and criminally context-free) speculation arises from a comment made by a graphic artist in a lengthy video demoing skin substance design in the new Substance Designer.   Of course now I'm trying to find that video (which I thought I'd bookmarked) so that interested parties can have a look, and of course I can't.

  • j cadej cade Posts: 2,310
    kyoto kid said:
    j cade said:
     

    And yes Iray is capable of very nice SSS. here's my proof of concept only image maps are bumps and normals the rest is just flat color and material settings 

    ...unless you are still working in 4.8 where the version of Iray doesn't support SSS very well without a tonne of adjustments.

    Which is a very good reason to switch to 4.9,

     

  • RAMWolffRAMWolff Posts: 10,369
    AllenArt said:

    I'll be adding backscatter to my skin shaders from now on. Does a lot to remove that "candle wax" look.

    Laurie

     

    Can you please share these settings Laurie?  He looks wonderful.  Fleshy and realistic.  I'd love to know your backscattering settings too!

  • AllenArtAllenArt Posts: 7,175
    edited September 2016

    Here's G2M and G3M....two different textures, but both white fellas and looking similar and not waxy. At least I don't think they look waxy ;). I will finalize everything and get the settings up tomorrow and let the rest of you have at them and bend them to your will as you please...probably tomorrow ;).

    Black skin will likely have very different settings and perhaps even different settings for asian skin.

     

    Test 2 Skin Kyle Mike6 Backscatter.jpg
    1500 x 1299 - 893K
    Post edited by AllenArt on
  • RAMWolffRAMWolff Posts: 10,369

    Looks so so good Laurie!

  • nonesuch00nonesuch00 Posts: 18,812

    Well they both look excellent.

  • JimbowJimbow Posts: 557

    I tend to stick with a core set of textures after modifying them in Photoshop, and G3F Base UV, using Texture Transformer or baking in another 3D app. I also often introduce subdermal layering using a geoshell.

  • grinch2901grinch2901 Posts: 1,247
    edited September 2016

    What I do is save a preset for skin values, and treat skins I buy as sources of texture maps only (mainly, diffuse + bump/normal)

    As for AoA Subsurface... it produces decent results, but I can't handle how slow it is. I usually just convert to UberSurface2 and apply one of the skin settings and it's good enough in 3DL.

     

    No you miss read. I use AoA SSS in iray...

    I do too sometimes.  I have trouble with skin settings in general and the AoA translates okay into iray and shows the detail of the model well enough so I go with it.  The render attached was all AoA on the skins of two M4s. In the hands of better artists than I it would certainly be better.

    << EDIT >>  Added a second render using a Render Studio lighting preset and took their shirts off to better see how the skin looks. Turned up the muscles a tad to see how the skin showed detail.  Still AoA SSS on both skins.

    AoA in Iray.jpg
    1229 x 950 - 578K
    AoA in Iray - Shirtless.jpg
    1229 x 950 - 604K
    Post edited by grinch2901 on
  • AllegraAllegra Posts: 405
    AllenArt said:

    Here's G2M and G3M....two different textures, but both white fellas and looking similar and not waxy. At least I don't think they look waxy ;). I will finalize everything and get the settings up tomorrow and let the rest of you have at them and bend them to your will as you please...probably tomorrow ;).

    Black skin will likely have very different settings and perhaps even different settings for asian skin.

    These look fantastic !

     

  • kyoto kidkyoto kid Posts: 42,094
    j cade said:
    kyoto kid said:
    j cade said:
     

    And yes Iray is capable of very nice SSS. here's my proof of concept only image maps are bumps and normals the rest is just flat color and material settings 

    ...unless you are still working in 4.8 where the version of Iray doesn't support SSS very well without a tonne of adjustments.

    Which is a very good reason to switch to 4.9,

     

    ...yeah, but with all the bugs I heard of ...not.

  • Oso3DOso3D Posts: 15,095

    I haven't encountered any bugs in 4.9.

     

  • FishtalesFishtales Posts: 6,223

    I'm using 4.9 beta and haven't noticed anything unusual  (bugs) either.

Sign In or Register to comment.