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© 2026 Daz Productions Inc. All Rights Reserved.
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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.
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.
Good, Accept that your ears are orange. Does your character have orange blood? =D
Ears often look orange when backlit, so... that's sometimes accurate.
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.
+1
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.
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'm surprised that converts properly. Huh.
I'll be adding backscatter to my skin shaders from now on. Does a lot to remove that "candle wax" look.
Laurie
Iray cannot read the AoA shader, so what you are rendering is Iray's best effort on just the texture images
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
I'll be adding backscatter to my skin shaders from now on.
Laurie
Isn't he? Hehe. I think he's my new fave ;)
Laurie
I'll be curious how backscatter works for you, I've found it incredibly finicky!
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!")
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
...unless you are still working in 4.8 where the version of Iray doesn't support SSS very well without a tonne of adjustments.
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.
Which is a very good reason to switch to 4.9,
Can you please share these settings Laurie? He looks wonderful. Fleshy and realistic. I'd love to know your backscattering settings too!
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.
Looks so so good Laurie!
Well they both look excellent.
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.
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.
...yeah, but with all the bugs I heard of ...not.
I haven't encountered any bugs in 4.9.
I'm using 4.9 beta and haven't noticed anything unusual (bugs) either.