Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
interior scene, IBL coming in the sliding glass door, 5000 iterations, I think it needs to go longer.
The renders look good by the way. :coolsmile:
Wrong thread sorry
Based on comments by Mec4D on the other Iray thread, my current experiment:
Using Skin Builder to generate a skin with no lighting information baked in, and very light colored (basically close to white (Pale, in Skin Builder)).
Then add details, particularly bump and displacement, in Skin Overlay (current experiment, adding freckles, vascularity, some other displacement stuff).
For the actual skin, use a slightly yellow-gray at about 160 brightness, .5 Translucency weight 255 red. (I might also try using a weight map of the diffuse map inverted, so that skin coloration, like freckles and nipples, are less translucent, but we'll see).
SSS: 2 trans distance, .5 SSS distance, .5 SSS amount, -.9 direction
At least so far, ending up with a really luminous, soft, beautiful skin (I have a bright window behind providing a huge amount of backlight)
Also will try with light toward the front and NOT backlit, to see how the skin looks under more normal circumstances.
It looks a LITTLE more pink than I'd like -- what would be ideal is a translucency weight map that compensated for body thickness. I'm wondering if I should use SSS more than translucence for that.
Thank you for sharing your settings, it really helped me get a handle on using Iray.
Oh, I never posted my image... the sassy redhead uses the skin settings I mentioned (though I tweaked it a little to use PBR Glossiness/Specular, it's mostly the same).
As a VERY light skinned figure, the skin maps ended up REALLY light. One thing I did to help make the freckles stand out was apply the brightening/desaturation, and THEN add freckles with skin overlay. Really made them stand out (I wouldn't do that for someone less fair-skinned).
I also added the eyebrows after the brightening/desaturation, since they need to stand out (and aren't skin!)
Here are two face maps I've done for comparison... the first is the redhead's diffuse, the second is another character's more normal diffuse.
Again, my approach is: Contrast +40, Saturation 50%.
Ideally you'd pull skin coloration away from lighting effects, but I don't really see a viable way to do that with regular skin sets.
I generally prefer to end up with too light skin, provided you aren't compressing or loosing color information, since you can add base color to tweak as needed.
For my redhead, for example, I ended up a 200 gray to dim the skin a little bit, because that skin map ended up too bright.
(My real skin maps are 4096x4096 PNG files, these are just smaller snapshots for space considerations)
(Images were removed as they were full texture images.)
If you fancy trying converting your diffuse textures to albedo pbr maps and have Photoshop CS4, here's a method that I've been using for my latest skin setups which are mostly Base Colour Scatter&Transmit; these days, heavily using translucency/subsurface 'meat' maps. Even though there's no save command in the action, be sure to backup your original textures. You'll need to modify the luminance of selected areas (lips and nipples mostly), but it works great so far for extracting base pigment/colour information from the traditional diffuse texture. Used on all of the skin textures for the figure shown:
Are you using a Vascularity bundle there?
I posted it elsewhere weeks ago, but here's the link again.
https://amarijun.wordpress.com/2014/04/13/genesisgenesis2victoria4-blood-vessel-textures/
I also added a lot to them using a procedural vein setup I have for Softimage Mental Ray. I then took the M4 muscle maps I had, blurred and did more stuff to them in PS to make the cartilage look like fatty tissue and to get rid of the dark crevices, and added my vein maps on top. Then I mixed the new "pbr albedo" maps 50% on top, the principle being that skin has a thickness and will contribute to the subsurface shading.
I'll see if amarijun wants the new maps once I'm happy with the setup. I have to fix some seams as I'm using Softimage ultimapper to make all textures fit to the BaseMale UV space, and some seams are showing now and again, but they really show up with displacement using Base Colour Scatter&Transmit;. However, if I add a skeleton or internals the seams seem to disappear. I'll render a V6 using exactly the same skin setup but rimlit and post it tomorrow.
It's actually quite shocking how well seemingly flat, featureless, de-photo'd textures work in iray. Another test is at Devious Fart using the aforementioned technique on the Stonemason ruins textures and the figure textures:
http://tarbicus.deviantart.com/art/irayOrcs-JimBowers2015-529515429
I'm not sure what you mean by the new maps, but just to dot the Is and cross the Ts you wouldn't be able to share something that included the M4 Muscle maps.
Good point and thanks for the slap on the head. They'd probably work fine without the muscle maps as they really do turn out incredibly indistinct and I'm probably just being anal about the internal meat. Besides, I can make my own if I must.
What's the high pass doing? Is that a sharpen effect?
(I'm using Paint.net, and I have a high pass filter, but it has more options to work out)
Please bear in mind, as Richard noted above, if a texture is made partially or wholly by modifying another texture to which you don't have the rights (a DAZ or PA character map, for example) you may not share it - that includes posting it in the forum.
The images I showed were very low resolution and incomplete, only meant to explain what I was doing.
I can understand that that may not matter, but I'd like it to be noted that I wasn't sharing IP I don't own in any meaningful sense.
Meh. Where all of this really falls apart is trying to make decent dark skin... because then the highlights are REALLY over the top, and you can't just grab light skin and darken it, because the patterns are different.
(I'm trying to play with Benjamin and... ugh, it's a cool skin but there is a LOAD of lighting baked in, and there's only a bump map to drive other elements)
It's generally used to sharpen images.
http://www.photoshopessentials.com/photo-editing/sharpen-high-pass/
If you use it as a luminosity blend layer on the original texture, it gives you good colour information to play with. I don't know paint.net so can't go beyond that.
Just as well I didn't post it in the forum. It's okay folks, I have no intention of disseminating copyrighted work. No need to police anyone ;)
Ah, ok. Yeah, I've tried to massage out color information before, the problem is that, say, dark skin with a highlight, the highlight washes out the color. So to speak.
Consider this (real world image and not IP): http://phillips.blogs.com/.a/6a00d834515c6d69e2010534e2ebaf970c-320wi
That forehead? You've lost the color. But there are little details you still want.
I expect, going forward, that we'll see more skins without lighting baked in.
Don't talk about it, just do it. This is not finished shading I'm showing ;) I'm not selling anything.
I don't have the skill to do it... it'd require good photography and a subject, or good painting, and I'm not good at either.
Just did the action on the Ryze face texture. Looks okay using an exposure filter to take the original underlying texture down a stop or two. You'd also need to take down the subsurface textures I imagine.
I'm sure you have the tools to do it. High pass is just high pass. It doesn't matter what the app is. I think you need surface blur mode.
Here's an incomplete render of V6 using the same skin as before.
This is how I did...
Iray Uber Base to convert first.
Remove all Specular maps, all tinted colors change to WHITE
Base mixing: PBR Specular/Glossiness
Base Color: Skin Map + White
Translucency Weight : Skin Map + White+ 1.00
Glossy Layered Weight: 0.10 <--- this changes skin tone to whitely</p>
Glossy Color: NO MAP + White
Glossiness: 0.75
Refraction Index: 1.44
Base Bump: 2.0 (Lip: 1.2)
Top Coat Weight: 0.20 <---- this changes coating thickness</p>
Top Coat Color: White (NO Map)
Top Coat Glossiness: 1.00
Top Coat Layering Mode: Fresnel
Top Coat Bump: 1.20
Thin Walled: OFF
Transmitted Color: Skin Map + White
I did many of M$ skins and M5, M6 skins, also G2 Female Base, its worked pretty well.
Thank you for reading. :)
Bear in mind that most, if not all, commercial skin textures have colour information in the highlights, otherwise they'd be next to pointless for shaders in renderers like 3Delight or Mental Ray. My "pbr albedo" method isn't perfect by any means, but it gives me a good headstart and very quickly in one click of a saved action.
Most of the -Yannek- textures, which include many of the Daz People are pretty close to Albedo textures. If you take a look at S6's or even Giselle's textures there's nearly no baked in spec; even the old gen4 elite textures hold up pretty well
Oh! I've also thoroughly updated my current skin settings after reading through the various Iray threads. Rendered with the ubiquitous pixar hdr. The skin could use more eyepopping SSS, although it is more noticeable in my standard studio lighting setup. The main focus here was the spec; most of the spec comes from the top coat this enabled me to use a tiling bump texture in the top coat bump in addition to the standard bump an normal maps. I then set the tiling higher for the limbs and torso than the face which helps to eliminate the most obvious sign that the face is higher res than the rest of the body.
Now that I realize you can tile stuff independently (from main thread)... that opens up a LOT of interesting options, like this one. Cool!
As I've not seen them I wouldn't know, but my idea of an albedo texture is in the middle of the 4th row of images by Dan Roarty:
http://www.cgmeetup.net/home/create-realistic-3d-portraits-dan-roarty/
Unfortunately Gimp doesn't have a high-pass filter or the luminosity blend mode, but after reading this I came up with this procedure:
1. Copy the background layer
2. Colors > Desaturate and pick Luminosity
3. Copy the desaturated layer
4. Filters > Blur > Gaussian Blur, use a radius of 25px
5. Set the blend mode to Grain Extract and merge down the two grayscale layers
6. Set the blend mode to Value on the new layer, set opacity to 70% and merge down
I also found a plugin for color/frequency seperation, that would be another way to do it.