Why is it so hard to get white (albino) hair?

2

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  • kyoto kidkyoto kid Posts: 41,925
    edited February 2017

    ...as there is not actual .jpg file, an "unable to find (texture)..." error popped up when clicking on the .png icon.  I then saw in the post that i had to manually adjust the "06" material files for both hair and cap save them with the "_white_1" addition and did so as as sugggested (grey scale and set to Gamma of 2.5). The adjusted material files were white on my displays in PSP.  It is after I loaded them on the model that they came out light blonde. I just tried again and both Base & Glossy colour still come out light blond for some reason (maybe baked into the "06" map) as well as the channels for Top Coat and SSS Transmitted colour disappear.

    For lighting I am using one large ghost light plane at 6500 K with an intensity of 250 kcd/m^2 (neutral white) as a softbox, a photometric spot angled from the right side at 6500K with luminosity of 20,000, and a neutral white backdrop so nothing should tint it a light blonde.

    I'll give the new one a try and see what happens.  Need to get out for a while (the dogs where I live are becoming obnoxious again making it hard to concentrate) so I'll see how it works this evening after I get back.

    Post edited by kyoto kid on
  • MistaraMistara Posts: 38,675
    Taozen said:
    kyoto kid said:

    ...what programme did you use and how did you accomplish it?  I have very little expertise at actually creating textures, only making simple adjustments like I discussed above that apparently are not working.

    I used Affinity Photo, ReColor and Brightness tools. But I found another way to do it, using Irfan View, which is free (but I think practically any image editor can do the same):

    1. Convert to greyscale (ctrl + G)

    2. Color Corrections (shift + G), set Brightness to 115 (or more if you want it brighter). You can also try Gamma Corrrection instead.

    3. Save (Original folder) with different name (quality 100%)

    Then replace the original texture in the channels using it with the edited one, and play with the surface settings.

    Here's a couple of pony tails, modified that way:


     

    nice, could do witcher3 geralt hair with your method

  • kyoto kidkyoto kid Posts: 41,925

    ...I played around with the final value of the Base Colour channel and finally found .92 to be the best to still maintain hair detail. Definitely not a calibration issue with the display as her eyelashes come out fine (I changed those to white).

    I also redid the the adjustment to the parent texture files using the Levels tool in PSP which offers better fine control: White point at 200, Midtones at 40 and Black point at 0.  It also allows me to make fine adjustments if something still doesn't look right.

     

  • TaozTaoz Posts: 10,269
    edited February 2017

    You may have got the wrong file - there was an error in the link to the 2. version so it downloaded the old version instead, it's fixed now. The new version has  file name "OOT_Rochelle_Hair_White_Mat_Iray_1.zip" and the preset name "OOT_Rochelle_Hair_White_Mat_Iray_1.duf".

    As for calibration, monitors are displaying colors differently depending on panel type, color settings etc.. Even if you calibrate them according to the same standard there may be minor differences between different types of monitors. So if I create a preset based on how it looks on my monitor, it may look quite different (e.g. more yellow, or more white) on yours. Most people don't calibrate their monitors so you usually never know how the things you create look on someone else's monitor.

     

    Post edited by Taoz on
  • kyoto kidkyoto kid Posts: 41,925
    edited February 2017

    ...OK, downloading again

    In OpenGL it looks good but when rendering it comes out with even more of a light yellow tint.  All of the lights I am using are white 6500K so it isn't the lighting.  I even added a prop that has white in the texture as a control and it rendered fine. 

    Not sure what I am doing wrong here.  The files are supposed to go into  Library/People/G3F/Hair/OOT Rochelle Ponytail Hair/Mats/Iray correct? (I made sure to delete the old ones)

    ...agh almost 01:30 here, need to sleep on this.

    Post edited by kyoto kid on
  • TaozTaoz Posts: 10,269
    edited February 2017
    kyoto kid said:

    ...OK, downloading again

    In OpenGL it looks good but when rendering it comes out with even more of a light yellow tint.  All of the lights I am using are white 6500K so it isn't the lighting.  I even added a prop that has white in the texture as a control and it rendered fine. 

    Not sure what I am doing wrong here.  The files are supposed to go into  Library/People/G3F/Hair/OOT Rochelle Ponytail Hair/Mats/Iray correct? (I made sure to delete the old ones)

    ...agh almost 01:30 here, need to sleep on this.

    If you mean the preset files, then yes you can put them there if you like.

    I'm using the Iray setup which loads when you start DS (not the default Iray setup which is different), with Dome Rotation set to about 90.00 and scene position at Front. No extra lights, preview lights turned off. I've test rendered the preset on another PC using the same settings and get the exact same result as on the one where I created the preset, if I compare them on the same monitor.  

    On your monitor, rendered in the same DS version (4.9.3.166) and with the same Iray settings, and the files edited the way I suggested, it should look identical to the render below. If it doesn't, something is wrong or differently set up:

     

     

     

    oot_rochelle_ponytail_9.jpg
    800 x 933 - 302K
    Post edited by Taoz on
  • TaozTaoz Posts: 10,269

    Hm, looks like either the forum or IE is altering the uploaded files. If I download the picture above it's reduced from 302 KB to 56.6 KB so the quality isn't quite the same. I'll suggest you download the original from here, if you want to compare:

    http://taosoft.dk/temp/oot_rochelle_ponytail_9.jpg

  • kyoto kidkyoto kid Posts: 41,925
    edited February 2017

    ...I'm still doing my primary work 4.8.  If there was a colour balance issue in either the default tone mapping or lighting, the control prop I loaded would render yellowish as well.   I have the beta of 4.9.3.166 installed in parallel solely for comparison purposes.  All my rendering/render tests in either version are CPU based as I only have a 1 GB card.

    What I am seeing in several of the channels is the following:

    Base Colour:  1.00 - 0.95 - 0.75

    Translucency Colour: 1.00 - 1.00 - 1.00

    Glossy Colour: 1.00 - 0.95 - 0.65

    Top Coat Colour:  0.99 - 0.02 - 0.65

    Are those values correct?

    Also, which folder did you put the presets in,(and could that have made a difference)?  Do you also put the greyscale texture file there?

    Not sure what you mean by using the Iray setup when Daz "starts up" and how that would differ from the default render settings. 

    The .jpg image comes out looking fine through the forums on both my work system (both displays) and my old notebook (I don't use IE)  Saved it and it still looks the same on either system.

    Apologies for all the questions.

    Post edited by kyoto kid on
  • TaozTaoz Posts: 10,269
    edited February 2017
    kyoto kid said:

    ...I'm still doing my primary work 4.8.  If there was a colour balance issue in either the default tone mapping or lighting, the control prop I loaded would render yellowish as well.   I have the beta of 4.9.3.166 installed in parallel solely for comparison purposes.  All my rendering/render tests in either version are CPU based as I only have a 1 GB card.

    What I am seeing in several of the channels is the following:

    Base Colour:  1.00 - 0.95 - 0.75

    Translucency Colour: 1.00 - 1.00 - 1.00

    Glossy Colour: 1.00 - 0.95 - 0.65

    Top Coat Colour:  0.99 - 0.02 - 0.65

    Are those values correct?

    Yes, though the Top Coat Color must be a typo on my part, it should be 1.00 - 1.00 - 0.65, but it doesn't make any noticable difference anyway. The most significant is the Base color, the others don't have so much effect in the preset here.

    Top Coat Weight determines the strength of the Top Coat Color (note that the Top Coat Color field disappears of you set Weight to 0). Likewise Glossy Layered Weight affects the strengh of the Glossy Color (and possibly other Glossy settings as well) though the Glossy Color field does not disappear if Weight is set to 0.

     

    kyoto kid said:

    Also, which folder did you put the presets in,(and could that have made a difference)?  Do you also put the greyscale texture file there

    Shouldn't matter where in the Content Library you put the presets (I've put mine in My Library which is the DS default location for presets), but the edited mat files must be in the same folder as the original mat files for the presets to work. See screenshots.

     

    kyoto kid said:

    Not sure what you mean by using the Iray setup when Daz "starts up" and how that would differ from the default render settings. 

    Iray has a "Defaults" button on top of the Render Settings tab, if you click it the settings will change to something different than the default DS startup setup. Screenshot below shows how a cube looks when rendered with the DS default settings and how it renders after clicking the "Defaults" button.

    The default DS settings seems to be a preset that works with most things right out of the box or with only little adjustment.

     

    oot_rochelle_hair_file_locations.jpg
    412 x 867 - 102K
    cube_ds+iray_defaults.jpg
    600 x 1376 - 30K
    Post edited by Taoz on
  • kyoto kidkyoto kid Posts: 41,925
    edited February 2017

    ...yeah the .02 is a typo, should have been .92 as that is what it loaded in with changed it to 1.00 - 1.00 - .65

    The setting of .75 in the Base Colour channel seems to be what is imposing the yellowish tint on the greyscale material map. Shouldn't that last number be higher, like say .95?  Also are you rendring on the  gpu or the CPU (trying to find anything that might be causing the difference between our two systems)?

    I stripped everything out of the scene except the character, hair, backdrop, and control prop, saved as a new subset, closed Daz, restarted the programme and merged the subset it into the Daz base render setup.  The hair still rendered with a "yellowish" tint (the control prop rendered correctly).  I even removed the hair, completely reloaded it, then re-applied the white mat but the results were the same. I changed none of the tone mapping added no extra lights or anything, just inserted the character and props adjusted the sphere, and hit "render". 

    I also tested it in the 4.9.3.166 beta just to see if there was some issue in 4.8 that was causing the yellow tint and the hair rendered light yellow there as well with the control prop rendering correctly.

    My feeling is that the colour should pretty much still look white regardless of lighting, tone mapping, or environment used.  I've studied a number of photos of the same person (a particular Russian albino model) taken in different lighting environments and the hair is always primarily white only picking up a bit of colour difference in highlights and lowlights on occasion (which would be represented by the glossy and top coat colours).  The Daz base render setup is also something I would never use for an actual scene as it is far too "hot" (in lighting terms) and included no sky backdrop for outdoor scenes

    Post edited by kyoto kid on
  • TaozTaoz Posts: 10,269
    edited February 2017
    kyoto kid said:

    ...yeah the .02 is a typo, should have been .92 as that is what it loaded in with changed it to 1.00 - 1.00 - .65

    The setting of .75 in the Base Colour channel seems to be what is imposing the yellowish tint on the greyscale material map. Shouldn't that last number be higher, like say .95?  Also are you rendring on the  gpu or the CPU (trying to find anything that might be causing the difference between our two systems)?

    The color of the same render (render saved on PC1 and copied to PC2) is quite different on the two monitors, almost completely white on the PC1 monitor but more yellow and less shiny on the PC2 monitor, despite colors on both are set to the same values (R50 G50 B50) and with all other monitor color settings at Normal. I had an albino classmate in school so I know how the hair looks in "real life", and I've tried to get as close as I can to that, but that is based on that particular monitor of course.

    PC1 is the one with the 1070, the other renders CPU.  The renders from both look completely identical though if you compare them on the same monitor, so the difference is betweeen the monitors, not the renders. I suspect the yellow color you see is simply how your monitors display them. I'm not saying that any of my monitors are displaying things correct (they have not been calibrated according to any standard by me) despite set as neutral as possible, so I'll suggest that you just adjust the base color to get the color you like. You could try uploading a render with your prefered settting then I'll check how it looks on my monitors.

     

    Post edited by Taoz on
  • TaozTaoz Posts: 10,269

    I've now checked the render on two other monitors as well, it looks almost pure white with very little yellow tint on these also, i.e. as it should look IMO. These are all older monitors with tube backlight, just like the one on PC1, while PC2 where it looks a bit more yellow has a monitor with LED backlight. Don't know if that's just a coincidence or if the backlight makes a difference.

    Point is, if the hair on the picture I uploaded looks different on the same monitor than when you render the hair, it must be your lighting setup that's different. I can't see what else it could be. If they look the same (too yellow) on the same monitor it must be the monitor that displays them that way. Not sure if different graphics cards can make a difference.

  • kyoto kidkyoto kid Posts: 41,925
    edited February 2017

    ...been busy ith RL stuff hence the late reply.. 

    Both my displays are IPS LED backlit.

    I downloaded the .jpg image of your render and the hair looked white on both displays of my work system as well as on the notebook I use for online purposes.

    Attached is a render test I did just using the raw Daz render settings with no changes save for dome rotation.

    Still messing with the getting the skin right as well (can't wait until Skin Builder Pro3 is out).

    kelly 7 test.jpg
    900 x 900 - 284K
    Post edited by kyoto kid on
  • TaozTaoz Posts: 10,269
    edited February 2017

    Hm, yes, definitely a strong yellow tint there. The render looks very bright though, almost washed out, so I wonder what lights you're using and which effect they have on the hair.

    Lets try something else. I've created a scene preset so you get the exact same settings and everything as I have, try to render that. Apart from the white hair shaders it contains only native DS objects (G3F (default shaders (3DL I think, not sure which Iray shaders for her are native DS so I didn't apply any) plus basic wear). Tested it on another system with DS 4.9.3.166 and result is exactly the same. Can be downloaded here:

    http://taosoft.dk/temp/Rochelle_hair_test_scene.zip

    Note that everything but G3F is black when you load the scene, it's because preview lights are turned off and it should be rendered that way. Just load the scene and render without modifying anything. Here's how it renders on my systems:

     

     

     

    Rochelle_hair_test_scene.jpg
    600 x 686 - 190K
    Post edited by Taoz on
  • kyoto kidkyoto kid Posts: 41,925
    edited February 2017

    ...I used the Daz Default light setup specified in your response further above, No extra lights or adjustments save for dome rotation. 

    The white backdrop probably is reflecting a lot of light back making the scene look more washed out, as well as the character's lighter skin tone.  Running the test scene.

    In the G3F test scene the hair does render white.

    I rendered my character again setting her in about the same position as the test scene without the backdrop and the hair still has a yellow tint.

    This is damn perplexing.  I'm going to go back and redo the base hair map again, maybe there's something in the way PSP handles colour management that is causing this. Couldn't seem to get the gamma adjustment in Gimp to work so that is why I used PSP instead.

    ----------

    ETA:  apparently that was it. Finally figured out where the Gamma adjustment in Gimp was, re-created the white hair map, then reapplied the colour, and it is rendering white rather than light yellow (taking a bloody long time though as it is a close up as I am rendering on the CPU).

    Post edited by kyoto kid on
  • TaozTaoz Posts: 10,269

    Did the hair in the test scene render white before you re-created the hair map?

  • kyoto kidkyoto kid Posts: 41,925

    ...no, it was the yellowish one you saw.  Wanted to post the rendered version with new map last night, but for some odd unannounced reason the entire site was down for "scheduled maintenance".  Took a quite a bit of time to render, 5 hrs 17 min to get to 95%

    I'll post the newly rendered version tomorrow as it is 00:10 now where I am and I still have to port it over from the work system.  Considering I've had a fairly full day today, I'm off to bed when I complete this post.

  • TaozTaoz Posts: 10,269
    edited February 2017
    kyoto kid said:

    ...no, it was the yellowish one you saw.  Wanted to post the rendered version with new map last night, but for some odd unannounced reason the entire site was down for "scheduled maintenance".  Took a quite a bit of time to render, 5 hrs 17 min to get to 95%

    Well I was refering to what you said: "In the G3F test scene the hair does render white." I assume that was after you updated the maps? Otherwise (if the problem was the maps) the hair in that scene should have been yellow also, when using the old maps.

     

    Post edited by Taoz on
  • In UHT2, instead of going to Gimp or Photoshop, put the bump into the diffuse channel, then run the utility to layer colors over it with the various masks. Put the opacity low so it won't overpower (there's a yellow in the fantasy add-on). 

  • nicsttnicstt Posts: 11,715

    If the hair has no pigment, then it MUST pick it up from the surroundings, or the light itself. So its colour will vary.

  • kyoto kidkyoto kid Posts: 41,925
    Taozen said:
    kyoto kid said:

    ...no, it was the yellowish one you saw.  Wanted to post the rendered version with new map last night, but for some odd unannounced reason the entire site was down for "scheduled maintenance".  Took a quite a bit of time to render, 5 hrs 17 min to get to 95%

    Well I was refering to what you said: "In the G3F test scene the hair does render white." I assume that was after you updated the maps? Otherwise (if the problem was the maps) the hair in that scene should have been yellow also, when using the old maps.

     

    ...it was the G3F test scene I was referring to, apologies for the confusion.

    Here is the test result after I updated base texture map on my system for my character.  Again used the Daz Default settings "out of the box" (save for adjusting the maximum time, iterations, and convergence % to get as clean an image as I could (which is probably why it took over 5 hours).

     

     

     

     

    kelly hair test.jpg
    695 x 900 - 312K
  • kyoto kidkyoto kid Posts: 41,925
    nicstt said:

    If the hair has no pigment, then it MUST pick it up from the surroundings, or the light itself. So its colour will vary.

    ...however I was using only "cool" neutral white lights at 6,500°K with no other items in the test scene that would create yellow AO.  Bumping the temperature to 7,600°K (bluer), the older tests still came out light yellow.  It had to be the way PSP handled the tone mapping even with the map set to greyscale and Gamma set to 2.5.

  • TaozTaoz Posts: 10,269
    kyoto kid said:
    Taozen said:
    kyoto kid said:

    ...no, it was the yellowish one you saw.  Wanted to post the rendered version with new map last night, but for some odd unannounced reason the entire site was down for "scheduled maintenance".  Took a quite a bit of time to render, 5 hrs 17 min to get to 95%

    Well I was refering to what you said: "In the G3F test scene the hair does render white." I assume that was after you updated the maps? Otherwise (if the problem was the maps) the hair in that scene should have been yellow also, when using the old maps.

     

    ...it was the G3F test scene I was referring to, apologies for the confusion.

    Here is the test result after I updated base texture map on my system for my character.  Again used the Daz Default settings "out of the box" (save for adjusting the maximum time, iterations, and convergence % to get as clean an image as I could (which is probably why it took over 5 hours).

    OK. At first it looked more yellow to me than mine but I think it's the white skin that does it - if I isolate the hairs they look the same. The same color can look quite different depending on which colors it's surrounded by, one of the quirks of the brain which can make it difficult to work with this kind of stuff.

  • kyoto kidkyoto kid Posts: 41,925

    ...true, I often see the same even with photos (unless the tone mapping is altered in post, which with photo/fashion models is often the case) because of the subsurface effect from the underlying skin layers. However, it is much better compared to my previous attempt.   Like Photoshop, Gimp is a more powerful programme than PSP is, just that it has a more "bare bones" UI.

    Thank you for all your help, it is really appreciated.  Still getting this Iray stuff down and of course I had to try and tackle something a bit more difficult than just a normal hair colour.

    So question, how did you create the .duf material file?   Seems like something I need to learn.

  • TaozTaoz Posts: 10,269
    edited February 2017
    kyoto kid said:

    ...true, I often see the same even with photos (unless the tone mapping is altered in post, which with photo/fashion models is often the case) because of the subsurface effect from the underlying skin layers. However, it is much better compared to my previous attempt.   Like Photoshop, Gimp is a more powerful programme than PSP is, just that it has a more "bare bones" UI.

    Thank you for all your help, it is really appreciated.  Still getting this Iray stuff down and of course I had to try and tackle something a bit more difficult than just a normal hair colour.

    So question, how did you create the .duf material file?   Seems like something I need to learn.

    No problem, glad to help. I'm definitely not an Iray expert either, just been learning a few things from experimenting, besides it's obvious what many settings do just by their names, and much of it is the same as in 3DL.

    Saving a material preset is simple, just select the object you want a preset for, and save as "Material(s) Preset" in the File menu. After the Save File dialog you'll get another dialog where you can select which parts of the material you want to save, if you only have changed some parts just select these and leave the rest unchecked. Note though that if you use a partial preset on a different texture, e.g. a different hair color than the one you made it from, the result may be unpredictable, but you can get some interesting effects, like this one, where I've applied a partial preset of the white hair to a dark purple texture.

     

     

     

     

     

     

    rochelle_hair_partial_preset.jpg
    600 x 686 - 218K
    Post edited by Taoz on
  • kyoto kidkyoto kid Posts: 41,925
    edited February 2017

    ..ah, I've done that before with skins I created in Skin Bulder Pro for Genesis/G2F So I can just leave them in the Presets/Materials folder if I want.  That's good.

    If it wasn't for the change to the skin mapping structure that occurred with G3 I could have  just used the albino one I created in SBP which is much better than I was able to cobble together using Beautiful Skins for G3F and messing with the different channels as well as Gamma values in the Image editor.

    Post edited by kyoto kid on
  • MistaraMistara Posts: 38,675
    Taozen said:
    kyoto kid said:

    ...true, I often see the same even with photos (unless the tone mapping is altered in post, which with photo/fashion models is often the case) because of the subsurface effect from the underlying skin layers. However, it is much better compared to my previous attempt.   Like Photoshop, Gimp is a more powerful programme than PSP is, just that it has a more "bare bones" UI.

    Thank you for all your help, it is really appreciated.  Still getting this Iray stuff down and of course I had to try and tackle something a bit more difficult than just a normal hair colour.

    So question, how did you create the .duf material file?   Seems like something I need to learn.

    No problem, glad to help. I'm definitely not an Iray expert either, just been learning a few things from experimenting, besides it's obvious what many settings do just by their names, and much of it is the same as in 3DL.

    Saving a material preset is simple, just select the object you want a preset for, and save as "Material(s) Preset" in the File menu. After the Save File dialog you'll get another dialog where you can select which parts of the material you want to save, if you only have changed some parts just select these and leave the rest unchecked. Note though that if you use a partial preset on a different texture, e.g. a different hair color than the one you made it from, the result may be unpredictable, but you can get some interesting effects, like this one, where I've applied a partial preset of the white hair to a dark purple texture.

     

     

     

     

     

     

     

    Rogue Xwoman hairsmiley

  • kyoto kidkyoto kid Posts: 41,925

    ...actually, more like Storm.

  • kyoto kidkyoto kid Posts: 41,925
    edited February 2017

    ...OK so after all we went thought, I recreated the photo shoot setting, only to find the hair renders way more yellow again.  There is nothing in the scene that should be causing the hair to pick up a yellowish tint. The backdrop is neutral light grey and the the lighting at 7,200°K (more towards the blue end of the spectrum). I cannot use the "Daz default" light for every scene I put the character in (particularly indoor scenes). 

    You did your best and I thought I finally figured out what I was doing wrong but looks like back to square one again.  Oh well.

    Post edited by kyoto kid on
  • TaozTaoz Posts: 10,269
    kyoto kid said:

    ...OK so after all we went thought, I recreated the photo shoot setting, only to find the hair renders way more yellow again.  There is nothing in the scene that should be causing the hair to pick up a yellowish tint. The backdrop is neutral light grey and the the lighting at 7,200°K (more towards the blue end of the spectrum). I cannot use the "Daz default" light for every scene I put the character in (particularly indoor scenes). 

    You did your best and I thought I finally figured out what I was doing wrong but looks like back to square one again.  Oh well.

    Try to select all surfaces except Bands, then set the colors for Base, Translucency, Glossy and Top Coat to pure white (1.00 1.00 1.00).

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