Found this really nice .3ds model of a semi-futuristic bullpup rifle on GrabCAD a few months ago, but only today got around to convert and render it (in Octane for DAZ Studio).
Sadly it now looks like its creator no longer has an account on GrabCAD, so the model's URL I wanted to post here has become useless.
What a shame. But I'll show it anyway if you don't mind.
I used no textures for this render, except for a scratchy bump map on some of the surfaces (a bit too much on the lower receiver).
Hello everyone! I believe I have finally made been succesful in making my own skin shader for for octane. I've spent a few months going back and forth with it, a little bit at a time each day and I think I have something I am finally satisfied with. I have been using the redspec shaders but decided that I should make a setup I would be familiar with shouild I need to modify something. I tested under a few lighting conditions as well as light skin and dark skin.
Here's my most recent creation, rendered in Reality 4.1. Flames added in post. It's my take on the old 'the floor is lava' game, which I'm sure at least some of you played as kids. The lava didn't quite come out as I had hoped though. Unlike with Luxus or Iray, it's not possible in R4.1 to make an emissive surface (it's either a light, or it's a surface, never both), which unfortunately meant the lava is a little over-blown and lacks the displacement I had on the Iray version, which is a shame..
Still works for my purposes, but I would have preferred more control over the surface materials. Maybe next update, Paolo?
You use octane for carrara right? Is that plugin able to import .orbx files? I can give you the file if so, I'm too lazy to do print screens and stitch them together lol. If it can't import I will do the print screens.
Yes, I use Octane Render for Carrara. I have attached an example with skin, or you can see some more images either in my gallery here or on Rendo. If you save the shader as a .car file, you can zip it and then post it on the forum (I think), or I can let you have my email address by PM?
Hi Sorel, I can't make out the node map, it is too low res, and the mix material definition seems to be truncated. Interesting that your using some specular material though, my formula uses a combination of diffuse (mainly for the SSS) and glossy.
Thanks Sorel, I will study it tomorrow. In the meantime, here's another image I just did with Octane Render for Carrara - the figure is one I did 10 years ago with V3! I just added Adrea Hair for Carrara. I call it "Ready To Avenge!" Both the background HDRI and the car are freebies from HDRMaps.com and DMI-3D.net respectively.
This is a custom character based on Callie 6 and rendered in Octane. I wanted to try and make some props in Blender (hat, boots, cuffs and collar). It was also a chance to practice styling long hair in Blender. Interested in comments or suggestions.
Very early W.I.P. of a blackpowder-era Winchester 1893 12 gauge shotgun.
I've made photogrammetric scans, then imported those into Autodesk Inventor (a 3d mechanical CAD program) to create an exact copy.
Rendered in Octane Render for DAZ Studio.
Yes, I use Octane Render for Carrara. I have attached an example with skin, or you can see some more images either in my gallery here or on Rendo. If you save the shader as a .car file, you can zip it and then post it on the forum (I think), or I can let you have my email address by PM?
I cannot stress enough just how awesome Octane and by extension Octane for Carrara really is. Octane is so intuitive, much more so than Iray which quite honestly still baffles me how it makes the simplest surfaces so difficult to create without a tutorial. I digress.
My own recipe is also a mix between Specular and Glossy. The mix proportion is 90% Specular, the Glossy simply provides a little diffuse to balance the specular. I did not come up with the recipe myself. I did tons of reading on unbiased render engine skin shaders and found that Specular models more closely resemble the behavior of real living flesh comprised of cells than Diffuse models. Apparently at the cellular level (with the exception of certain tissues like bone and hair) the cells are themselves filled over 90% with protoplasm which is almost entirely water. Melanocytes provide most of the pigment, but they are not present in all cells, melanocytes are the only cells carrying the pigments that tend to give skin its color. Treating skin as a slow moving thick liquid seems more ideal than thinking of it as a solid surface that allows light to pass through it like a screen. I no longer remember the artist's name but he's very very well known especially for his work with SSS using biased engines such as v-ray. He's working with unbiased engines now and has made many helpful contributions over at the Octane forums. I will try to find him and link you to him.
One major benefit of the specular/glossy combo as opposed to the diffuse/glossy route is that the specular model has a reflection parameter. Turns out true reflection looks better than specularity, which is all you can get with the glossy model. By having both reflection from the specular model and specularity from the glossy model the result can be more life-like because it can pick up more colors from the environment using reflection. Please send me your email via PM so I can send you a sample of what I've been working with. I will also upload some examples later tonight (very late) demonstrating the results.
But if I know you well at all Phil you will likely take a stab at the Specular model approach before I have a chance to upload everything and send you a sample shader. I'm not at home just now so I don;t have the exact settings to share but I do have a rough idea of the recipe. Here are some things I remember from the top of my head.
1. Create a Mix Material
2. Make the first material Specular and the second Glossy. Mix proportion should be 0.900 favoring Specular.
3. In the Specular Model, increase refraction to about 1.45.
A. Use the grayscale bump map of your chosen texture as the Reflection image. Increase power to 3 to start. Make sure the bump map has the correct polarity, as in pores should be darker than the rest of the skin. More on this in a bit.
B. In the Transmission, input the diffuse color map from your chosen texture. Gamma should remain at 2.2 (I think anyway. It's quite possible this value was lowered to avoid over-saturation of the SSS. I'll have to double check to be certain). Power will depend on the fairness of the skin. For very pale skin use a value of about 0.6. For mid-causasian skin use a value closer to 1. For darker skin use values of 2 and 3 and for very very dark skin, use a value of 4.
C. In the Roughness, use the exact value 0.150
D. Use bump or normal mapping as you see fit. Ideally the bump/normals should be tracing the same pattern as the reflection above which is what creates the really nice effect on the skin surface. More on this yet to come.
E. Medium: Scattering / Direction 0.5 / Distance 1000 (yeah, I know this seems high but I swear it works quite well)
1. Absorption Color: Lightness should be around 15% / Hue should be the opposite of Red / Saturation should be around 30%
2. Scattering Color: Lightness should be around 80% / Hue should be the opposite of Red / Saturation should be around 80%
Glossy Model:
1. Load the color map into the Diffuse. Gamma should remain at 2.2 (again I think so, but I'm not entirely sure as my memory only serves me partly. I think some gamma tweaks are required for a favorable final result but I'll need to research it later tonight to be certain. For now let's assume 2.2 is okay). Power should be around 1.5
2. Load the greyscale bump map used as reflection into the Specular. Do not even bother with the included specular maps, you won't really need them if the other parameters work as expected. It's nice that bump maps can also serve as specular maps in this recipe.
3. For Roughness, use the exact value 0.150.
4. Use bump and normal maps as needed.
Since most of the "work" is being done by the Specular Model, the Glossy model just provides that sense of hardness needed to make the skin look natural. With these settings most textures look great without extra maps being needed to occlude eyebrows and other hair. However, the best bet is to use Carrara's dynamic hair for the eyebrows and other hairs and forego the painted on brows entirely. Worst case scenario there might be a slightly reddish halo around the brows whcih if noticeable becomes undesireable.
The SSS of this recipe is both subtle and very noticeable at the same time. The dim absorption color allows most of the light to pass through while absorbing the green (allowing red to transmit). The Scattering color being a very bright and Saturated Green means that there is a transition between red and green in the sss, instead of just red, preventing the skin from turning into a turnip and goes really far toward making the skin seem "thin." The green scattering provides the issusion of blue blood under the surface.
That's all I've got from the top of my head. More when I return. Later
Looking at your previous shader setting capture I can say that Octane for Daz Studio looks really complicated, Its not surprising that you're having a difficult time making it work. If I owned the DS plug-in I'd show you using that. Maybe Phil will have better luck working with OR4C as I am. But yes, images are forthcoming and we can discuss it further at that time. Fun fun!!!
Comments
Erik - that looks great, good realism!
Eiryn the Red.
Rendered with Reality 4.1/Luxrender 1.5 and postworked with Photoshop.
The classic NVIATWAS, except that she is not naked and carries four swords.
Overdressed...over-armed...overkill?
LOL! Pretty much.
"There is no 'overkill.' There is only 'open fire' and 'I need to reload.'" - Rule number 37 Seventy Maxims of Maximally Effective Mercenaries.
Overkill is so under-rated?
Found this really nice .3ds model of a semi-futuristic bullpup rifle on GrabCAD a few months ago, but only today got around to convert and render it (in Octane for DAZ Studio).
Sadly it now looks like its creator no longer has an account on GrabCAD, so the model's URL I wanted to post here has become useless.
What a shame. But I'll show it anyway if you don't mind.
I used no textures for this render, except for a scratchy bump map on some of the surfaces (a bit too much on the lower receiver).
Hope you like it.
Cheers!
Reality 4.1 lux 1.5 http://fav.me/d9dbn51
Bobvan, your lizard isn't quite touching the ground...
I know it looks like that but the nails are actually partly sunk in.. I messed around with it
Odd...any displacement on the ground?
I think it may lux look at this one at the hair shadow on the "Britney" character http://fav.me/d9dbnlv
I'm a firm believer in getting all my retribution in first. :)
Hello everyone! I believe I have finally made been succesful in making my own skin shader for for octane. I've spent a few months going back and forth with it, a little bit at a time each day and I think I have something I am finally satisfied with. I have been using the redspec shaders but decided that I should make a setup I would be familiar with shouild I need to modify something. I tested under a few lighting conditions as well as light skin and dark skin.
Here's my most recent creation, rendered in Reality 4.1. Flames added in post. It's my take on the old 'the floor is lava' game, which I'm sure at least some of you played as kids. The lava didn't quite come out as I had hoped though. Unlike with Luxus or Iray, it's not possible in R4.1 to make an emissive surface (it's either a light, or it's a surface, never both), which unfortunately meant the lava is a little over-blown and lacks the displacement I had on the Iray version, which is a shame..
Still works for my purposes, but I would have preferred more control over the surface materials. Maybe next update, Paolo?
Sorel - those are looking good. I have my own formula but I'd be interested to see yours if you are willing to share?
You use octane for carrara right? Is that plugin able to import .orbx files? I can give you the file if so, I'm too lazy to do print screens and stitch them together lol. If it can't import I will do the print screens.
Yes, I use Octane Render for Carrara. I have attached an example with skin, or you can see some more images either in my gallery here or on Rendo. If you save the shader as a .car file, you can zip it and then post it on the forum (I think), or I can let you have my email address by PM?
I went ahead and just stitched the setup. actually didn't take too long lol.
Hi Sorel, I can't make out the node map, it is too low res, and the mix material definition seems to be truncated. Interesting that your using some specular material though, my formula uses a combination of diffuse (mainly for the SSS) and glossy.
sorry bout that. hopefully this is better.
Thanks Sorel, I will study it tomorrow. In the meantime, here's another image I just did with Octane Render for Carrara - the figure is one I did 10 years ago with V3! I just added Adrea Hair for Carrara. I call it "Ready To Avenge!" Both the background HDRI and the car are freebies from HDRMaps.com and DMI-3D.net respectively.
Hello... first post.
This is a custom character based on Callie 6 and rendered in Octane. I wanted to try and make some props in Blender (hat, boots, cuffs and collar). It was also a chance to practice styling long hair in Blender. Interested in comments or suggestions.
My workflow is Daz->Blender->Octane.
Cheers
irondog
irondog - nice work, the hair looks good, good modelling work too.
Very early W.I.P. of a blackpowder-era Winchester 1893 12 gauge shotgun.
I've made photogrammetric scans, then imported those into Autodesk Inventor (a 3d mechanical CAD program) to create an exact copy.
Rendered in Octane Render for DAZ Studio.
I really like the look of that stock!
Looks good
I cannot stress enough just how awesome Octane and by extension Octane for Carrara really is. Octane is so intuitive, much more so than Iray which quite honestly still baffles me how it makes the simplest surfaces so difficult to create without a tutorial. I digress.
My own recipe is also a mix between Specular and Glossy. The mix proportion is 90% Specular, the Glossy simply provides a little diffuse to balance the specular. I did not come up with the recipe myself. I did tons of reading on unbiased render engine skin shaders and found that Specular models more closely resemble the behavior of real living flesh comprised of cells than Diffuse models. Apparently at the cellular level (with the exception of certain tissues like bone and hair) the cells are themselves filled over 90% with protoplasm which is almost entirely water. Melanocytes provide most of the pigment, but they are not present in all cells, melanocytes are the only cells carrying the pigments that tend to give skin its color. Treating skin as a slow moving thick liquid seems more ideal than thinking of it as a solid surface that allows light to pass through it like a screen. I no longer remember the artist's name but he's very very well known especially for his work with SSS using biased engines such as v-ray. He's working with unbiased engines now and has made many helpful contributions over at the Octane forums. I will try to find him and link you to him.
One major benefit of the specular/glossy combo as opposed to the diffuse/glossy route is that the specular model has a reflection parameter. Turns out true reflection looks better than specularity, which is all you can get with the glossy model. By having both reflection from the specular model and specularity from the glossy model the result can be more life-like because it can pick up more colors from the environment using reflection. Please send me your email via PM so I can send you a sample of what I've been working with. I will also upload some examples later tonight (very late) demonstrating the results.
But if I know you well at all Phil you will likely take a stab at the Specular model approach before I have a chance to upload everything and send you a sample shader. I'm not at home just now so I don;t have the exact settings to share but I do have a rough idea of the recipe. Here are some things I remember from the top of my head.
1. Create a Mix Material
2. Make the first material Specular and the second Glossy. Mix proportion should be 0.900 favoring Specular.
3. In the Specular Model, increase refraction to about 1.45.
A. Use the grayscale bump map of your chosen texture as the Reflection image. Increase power to 3 to start. Make sure the bump map has the correct polarity, as in pores should be darker than the rest of the skin. More on this in a bit.
B. In the Transmission, input the diffuse color map from your chosen texture. Gamma should remain at 2.2 (I think anyway. It's quite possible this value was lowered to avoid over-saturation of the SSS. I'll have to double check to be certain). Power will depend on the fairness of the skin. For very pale skin use a value of about 0.6. For mid-causasian skin use a value closer to 1. For darker skin use values of 2 and 3 and for very very dark skin, use a value of 4.
C. In the Roughness, use the exact value 0.150
D. Use bump or normal mapping as you see fit. Ideally the bump/normals should be tracing the same pattern as the reflection above which is what creates the really nice effect on the skin surface. More on this yet to come.
E. Medium: Scattering / Direction 0.5 / Distance 1000 (yeah, I know this seems high but I swear it works quite well)
1. Absorption Color: Lightness should be around 15% / Hue should be the opposite of Red / Saturation should be around 30%
2. Scattering Color: Lightness should be around 80% / Hue should be the opposite of Red / Saturation should be around 80%
Glossy Model:
1. Load the color map into the Diffuse. Gamma should remain at 2.2 (again I think so, but I'm not entirely sure as my memory only serves me partly. I think some gamma tweaks are required for a favorable final result but I'll need to research it later tonight to be certain. For now let's assume 2.2 is okay). Power should be around 1.5
2. Load the greyscale bump map used as reflection into the Specular. Do not even bother with the included specular maps, you won't really need them if the other parameters work as expected. It's nice that bump maps can also serve as specular maps in this recipe.
3. For Roughness, use the exact value 0.150.
4. Use bump and normal maps as needed.
Since most of the "work" is being done by the Specular Model, the Glossy model just provides that sense of hardness needed to make the skin look natural. With these settings most textures look great without extra maps being needed to occlude eyebrows and other hair. However, the best bet is to use Carrara's dynamic hair for the eyebrows and other hairs and forego the painted on brows entirely. Worst case scenario there might be a slightly reddish halo around the brows whcih if noticeable becomes undesireable.
The SSS of this recipe is both subtle and very noticeable at the same time. The dim absorption color allows most of the light to pass through while absorbing the green (allowing red to transmit). The Scattering color being a very bright and Saturated Green means that there is a transition between red and green in the sss, instead of just red, preventing the skin from turning into a turnip and goes really far toward making the skin seem "thin." The green scattering provides the issusion of blue blood under the surface.
That's all I've got from the top of my head. More when I return. Later
yeah I tried to follow the directions and ended up with a brown blob lol. Will wait for images!
Can I see your brown blob?
Sorel,
Looking at your previous shader setting capture I can say that Octane for Daz Studio looks really complicated, Its not surprising that you're having a difficult time making it work. If I owned the DS plug-in I'd show you using that. Maybe Phil will have better luck working with OR4C as I am. But yes, images are forthcoming and we can discuss it further at that time. Fun fun!!!