thx DB, well it mainly depends on good maps and lighting; G8 Hersilia has very good maps suitable for testing sss in carrara, what I actually do is create a skin shader usable for any lighting condition, by tweaking color and sss channels
here are 2 screenshots: in the first you can see how doubling the map and invert its color you can make skin more or less reddish (it counts a lot), in the second one you can check my simple sss settings; normally I act on color tab and intensity slider only.
maps with white or pink background (like Hersilia's) work better in carrara; translucency is needed only for ears shader most of times
about lighting, I suggest to keep it simple, just a good irradiance map and a bit of sky light, as in my shot, it speeds up rendering times considerably
Thanks Magaremoto! I'll try playing with this more.
thx DB, well it mainly depends on good maps and lighting; G8 Hersilia has very good maps suitable for testing sss in carrara, what I actually do is create a skin shader usable for any lighting condition, by tweaking color and sss channels
here are 2 screenshots: in the first you can see how doubling the map and invert its color you can make skin more or less reddish (it counts a lot), in the second one you can check my simple sss settings; normally I act on color tab and intensity slider only.
maps with white or pink background (like Hersilia's) work better in carrara; translucency is needed only for ears shader most of times
about lighting, I suggest to keep it simple, just a good irradiance map and a bit of sky light, as in my shot, it speeds up rendering times considerably
Thanks Magaremoto! I'll try playing with this more.
my pleasure DB, most of time a good map has all we need to get an effective realism, as body scans can prove
thx DB, well it mainly depends on good maps and lighting; G8 Hersilia has very good maps suitable for testing sss in carrara, what I actually do is create a skin shader usable for any lighting condition, by tweaking color and sss channels
here are 2 screenshots: in the first you can see how doubling the map and invert its color you can make skin more or less reddish (it counts a lot), in the second one you can check my simple sss settings; normally I act on color tab and intensity slider only.
maps with white or pink background (like Hersilia's) work better in carrara; translucency is needed only for ears shader most of times
about lighting, I suggest to keep it simple, just a good irradiance map and a bit of sky light, as in my shot, it speeds up rendering times considerably
Thanks Magaremoto! I'll try playing with this more.
my pleasure DB, most of time a good map has all we need to get an effective realism, as body scans can prove
Wow so much going on since I last checked in this thread.
- magaremoto, the realism and lighting in these latest renders are top notch.
- Misty, glad you are getting these funky characters in Carrara with the DUF plugin. Agree, something is up with the eyelash shader, or the eyelash is being distorted somehow. Otherwise, looks amazing.
- cynthia1968, wow, you are still getting amazing results with the classic figures. You and UB should offer a thread of older figure tips and tricks. I am looking forward to the animation. Great stuff.
Comments
testing DOF and glare
converted to carrara. stillfighting with saving the pose presets in carrara. the poser presets move the figure back to center
tee hee 500 percents bump amplitude
kewl. reminds me of that Bosch painting. think it was called garden of unearthly or earthly
it's cold outside!
playing with the pbr plugin and displacement and replication.
is any tricks to make tiling jpg look not so tiled?
an underutilised carrara characteristic - nice work with the dof - could be magical!
Nice visual joke there Stezza :) Yep wind goes stright through today!
effective job on the flowers on the ground !
to get rid of that tiling look - one approach I have tried but doesnt work perfectly is to add a mixer to the colour channel,
then use the same two textures i n both resulting channels but flip one texture on its side
then put eg cellular or noise in the blend channel
export the resulting texture at 4028
then in PS use the clone brush to obliterate as much of the tiling effect as possible,
then reuse that modified texture on the plane back in carrara
thanks. i should do more with the blend in shaders.
rendered another surface rep diaster. some are floating, some sinking. meh randomized the wrong options.
Thanks Magaremoto! I'll try playing with this more.
Very cool renders, all!
absolutely
DOF, glare, haze and light fog are all part of my realistic scene settings
the guys behind carrara did a great work indeed
i second that, wonder where they are now....
my pleasure DB, most of time a good map has all we need to get an effective realism, as body scans can prove
trying to match camera and lighting between carrara and 3delight
i like your ui color scheme
Rynne after the toe fix. starting to think it was worth it. lol
mixed in fitness. and breast gone for a fey look.
thx Misty, gold and bright green are good colors to stimulate creativity. I really appreciate your commitment on G8 figures, thx again
here is the iray matching at the moment
Rosita. pbr
That's awesome Mystiara.
I'm working on an animation, this is a screen caputer of the titile screen, introducing the first main character....
i'm doing something wrong with the eyes.
all that work on the eyelashes looks terrible. sigh
Wow so much going on since I last checked in this thread.
- magaremoto, the realism and lighting in these latest renders are top notch.
- Misty, glad you are getting these funky characters in Carrara with the DUF plugin. Agree, something is up with the eyelash shader, or the eyelash is being distorted somehow. Otherwise, looks amazing.
- cynthia1968, wow, you are still getting amazing results with the classic figures. You and UB should offer a thread of older figure tips and tricks. I am looking forward to the animation. Great stuff.
discovering not all layered make up is of the same quality. thought i had it licked but some are showing anti aliasing lines.
alas experimenting lead to some interesting summing and gaussian filter stuff
more playing with pbr + HDR. needs some softbody on the straps, theoretically should work.
learned the dyn hair shaders is more than just colors. saves stuff like strand thickness.
oblivion01a.hdr
this is what she supposed to look like https://www.daz3d.com/leony-character-clothing-and-hair-bundle lol
thx Diomede
here a test to reduce by half the render time and act in post to get a decent realistic outcome:
a- final render
b-logarithmic lut
c-final result
here is an animation test, poor flickering, 29 minutes/frame