Show Us Your Iray Renders. Part II

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Comments

  • kyoto kidkyoto kid Posts: 41,838
    edited April 2015

    ...agh, reminder bots must be going on Spring Break of something, Missed darn near an entire page.

    Mec4D, really loving what you are doing with the armour.

    Alex L: that looks almost like a movie still.

    Dustrider: Nice scene. The bloom effect really does work well. Have to play with it sometime.

    Getting late, been working up characters for the train platform. Need a good raincoat for an older woman.

    Post edited by kyoto kid on
  • roberthutchinsonroberthutchinson Posts: 309
    edited April 2015

    So, I see that here is another thread on renders, but specifically for IRay rendered images, so I will post some of my images, here, using IRAY. I am using the Environmental setting of Dome and Scene for the first three. The next set I am using the Dome and Sky Environmental setting. In my bedroom scenes, I am trying to show that Natailia is considering that maybe bending over in front of her bedroom window is not such a great idea when awakening and slumbering around, or in the evening when suddenly a car pulls up into the driveway. On the stone steps, she is outside and with the sky and dome setting, i have created some shadowing. Changing to add some haze, the shadowing disappears but a nice warm tone is brought out. Unfortunately, the order of the images did not upload like I wanted, but I think you can figure out which is which.

    Lady2.jpg
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    Lady1.jpg
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    New_Lady11.jpg
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    New_Lady13.jpg
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    New_Lady15.jpg
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    Post edited by roberthutchinson on
  • roberthutchinsonroberthutchinson Posts: 309
    edited December 1969

    So, here is Natailia up close using the Environment setting of Sky and Dome with some haze and the environment setting Dome and Scene in IRAY rendering.

    new_lady_21.jpg
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    Lady9.jpg
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  • MusicplayerMusicplayer Posts: 515
    edited April 2015

    Mec4D said:
    changed my Hoplite material ..ready for battle ;)
    HDRI Pixar campus for lighting

    WOW, that is truly photorealistic. However for some reason I am not getting the same lighting results when using the Pixar campus HDRI or any other HDRI for that matter. I place the HDRI as the Envioronment map, should I also be using that same map in other places like diffuse or specular channels.
    Thanks, as any help or advice would be appreciated.

    :-)

    Post edited by Musicplayer on
  • barbultbarbult Posts: 26,163
    edited December 1969

    Mec4D said:
    changed my Hoplite material ..ready for battle ;)
    HDRI Pixar campus for lighting

    WOW, that is truly photorealistic. However for some reason I am not getting the same lighting results when using the Pixar campus HDRI or any other HDRI for that matter. I place the HDRI as the Envioronment map, should I also be using that same map in other places like diffuse or specular channels.
    Thanks, as any help or advice would be appreciated.

    :-)

    Are you using one of the .exr files in the Environment map (not the .jpg)? That is the only place I put it. You may want to try rotating the dome to get the lighting coming from the direction you want it.

  • MusicplayerMusicplayer Posts: 515
    edited December 1969

    barbult said:
    Mec4D said:
    changed my Hoplite material ..ready for battle ;)
    HDRI Pixar campus for lighting

    WOW, that is truly photorealistic. However for some reason I am not getting the same lighting results when using the Pixar campus HDRI or any other HDRI for that matter. I place the HDRI as the Envioronment map, should I also be using that same map in other places like diffuse or specular channels.
    Thanks, as any help or advice would be appreciated.

    :-)


    Are you using one of the .exr files in the Environment map (not the .jpg)? That is the only place I put it. You may want to try rotating the dome to get the lighting coming from the direction you want it.

    Thanks Barbult for your reply. I am using the .exr file in the Environment map, and some Iray skin texture settings as recommended for my characters, but it still does not look as photorealistic as Mec4D or Alex L renders.This is what made me wonder if the HDRI files were being used anywhere else in the character texture settings. Maybe Mec4D and Alex L are using the same skin texture settings as both their renders look identically photorealistic.

    Cheers. :-)

  • MEC4DMEC4D Posts: 5,249
    edited April 2015

    Yeah I shared the skin settings with Alex as we working on the best effects and each of us adjust it individual to the skin textures , plus you need to use tone mapping for desire effect.
    I set the Environment map value to 2.20 , rotate the dome so the right light hit the models, also scaled the finite sphere to 9

    I use my old M4 textures from the Hunk Megapack and Alex used the Huntsman head textures
    I am still not finished with my setup adjusting things and making new kind of specular than usual

    Bellow just last test with very fine specular that is broken down by itself to produce the right effect and not by bump maps or normal maps , it is the top micro layer , the skin textures does not have it


    barbult said:
    Mec4D said:
    changed my Hoplite material ..ready for battle ;)
    HDRI Pixar campus for lighting

    WOW, that is truly photorealistic. However for some reason I am not getting the same lighting results when using the Pixar campus HDRI or any other HDRI for that matter. I place the HDRI as the Envioronment map, should I also be using that same map in other places like diffuse or specular channels.
    Thanks, as any help or advice would be appreciated.

    :-)


    Are you using one of the .exr files in the Environment map (not the .jpg)? That is the only place I put it. You may want to try rotating the dome to get the lighting coming from the direction you want it.

    Thanks Barbult for your reply. I am using the .exr file in the Environment map, and some Iray skin texture settings as recommended for my characters, but it still does not look as photorealistic as Mec4D or Alex L renders.This is what made me wonder if the HDRI files were being used anywhere else in the character texture settings. Maybe Mec4D and Alex L are using the same skin texture settings as both their renders look identically photorealistic.

    Cheers. :-)

    SKIN_STUDY02_Iray_2015.jpg
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    SKIN_STUDY_Iray_2015.jpg
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    Post edited by MEC4D on
  • RiggswolfeRiggswolfe Posts: 911
    edited December 1969

    Mec4D said:
    Yeah I shared the skin settings with Alex as we working on the best effects and each of us adjust it individual to the skin textures , plus you need to use tone mapping for desire effect.
    I set the Environment map value to 2.20 , rotate the dome so the right light hit the models, also scaled the finite sphere to 9

    I use my old M4 textures from the Hunk Megapack and Alex used the Huntsman head textures
    I am still not finished with my setup adjusting things and making new kind of specular than usual

    Bellow just last test with very fine specular that is broken down by itself to produce the right effect and not by bump maps or normal maps , it is the top micro layer , the skin textures does not have it

    Cheers. :-)

    Is there any chance you could share those settings? I understand if you say no because you are creating a shader to sell in the store or something. :)

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I prefer not to share it in the public as I am still working on that , beside you will not have the all maps it needed as the standard maps used to date are different from what is used with this shader preset , my little invention lol
    all settings are weighted with maps so if you copy it to another model surface with other textures it will not works anyway as the maps values correspond with each other in balance .
    my early settings was just simple but i wanted more than that and got a new idea between
    bellow are the model reflections without the diffuse, each pixel reflect the environment colors blending it better with it like the mirror dust, but correspond with the details of the normal and diffuse
    the ears are using still the old specular method we usual setup , reflecting the colors in big areas overcast the skin with colors we don't want
    the new specular are extracted from the diffuse color maps with own under tone so different for the skin area or eyebrows.
    It is little complicated to explain in words , but just trying to find new ways to improve stuff for Iray.


    Mec4D said:
    Yeah I shared the skin settings with Alex as we working on the best effects and each of us adjust it individual to the skin textures , plus you need to use tone mapping for desire effect.
    I set the Environment map value to 2.20 , rotate the dome so the right light hit the models, also scaled the finite sphere to 9

    I use my old M4 textures from the Hunk Megapack and Alex used the Huntsman head textures
    I am still not finished with my setup adjusting things and making new kind of specular than usual

    Bellow just last test with very fine specular that is broken down by itself to produce the right effect and not by bump maps or normal maps , it is the top micro layer , the skin textures does not have it

    Cheers. :-)

    Is there any chance you could share those settings? I understand if you say no because you are creating a shader to sell in the store or something. :)

    sweat3_specular.jpg
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  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Can you share HOW you create your specular maps Cath? Never seen one like that before. Your renders are just superb.

  • MusicplayerMusicplayer Posts: 515
    edited December 1969

    Mec4D said:
    Yeah I shared the skin settings with Alex as we working on the best effects and each of us adjust it individual to the skin textures , plus you need to use tone mapping for desire effect.
    I set the Environment map value to 2.20 , rotate the dome so the right light hit the models, also scaled the finite sphere to 9

    I use my old M4 textures from the Hunk Megapack and Alex used the Huntsman head textures
    I am still not finished with my setup adjusting things and making new kind of specular than usual

    Bellow just last test with very fine specular that is broken down by itself to produce the right effect and not by bump maps or normal maps , it is the top micro layer , the skin textures does not have it

    Many thanks Cath for your reply and explanation, and I respect that your settings are not for publicly sharing and still a work in progress. They are truly amazing, and I hope we will see some of your stunning old M4 textures like Eli and the Hunk Megapack re-released for Iray. They were great detailed texture sets and I would love to see them again but made available for Genesis 2 males.

    Wishing you all the very best, and looking forward to any new characters you may be planning.

    Musicplayer. :-)

  • AlexLOAlexLO Posts: 193
    edited December 1969

    Mec4D said:
    Yeah I shared the skin settings with Alex as we working on the best effects and each of us adjust it individual to the skin textures , plus you need to use tone mapping for desire effect.
    I set the Environment map value to 2.20 , rotate the dome so the right light hit the models, also scaled the finite sphere to 9

    I use my old M4 textures from the Hunk Megapack and Alex used the Huntsman head textures
    I am still not finished with my setup adjusting things and making new kind of specular than usual

    Bellow just last test with very fine specular that is broken down by itself to produce the right effect and not by bump maps or normal maps , it is the top micro layer , the skin textures does not have it

    Cheers. :-)

    Is there any chance you could share those settings? I understand if you say no because you are creating a shader to sell in the store or something. :)

    That's like peeking under the tree before Christmas ;-) heheh. Just teasing. Cath & I have been working on photorealism projects like this for years together, as well as individually. You already know what a master she is across the board! Each of us has over 30 years of visual arts study & work experience apiece, all revolving around the understanding of how the physical world behaves & appears in the presence of light. No matter the display medium, sculpting, sketching, painting, photochemical (film) or photoelectric (video), they all represent capturing or emulating what happens when objects reflect, absorb, transmit, and bend light. The "secret" is actually simple..
    (A) Observe what is actually happening when light interacts with the object you wish to reproduce in a medium;
    (B) understand the tools being used to "render" that reproduction, and working with it's advantages / limitations; then
    (C) apply your understanding to copy what you see before your eyes, and later in your head.

    We've in a golden age now where we finally have the computing & technical power to get closer to C with less of B for the end user, the mythical "Make Art" button hehehe, but the work still has to be put in somewhere "behind the curtain" to make visual magic.

    Here's a sample skin study I worked on in Iray with M4 geometry & skin textures (from Mec4D's "vintage" Eli Megapack), before Cath & I started our latest round of cooking in the laboratory here in OZ ;-)

    study_eli_mask02_hdronly_iray_040314.jpg
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  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Thanks Richard , until I am done I keep it to myself lol sorry buddy it is my new baby ;)
    but what I did is extracting the luminosity from the color diffuse maps so I got the top reflective layer
    usually we need bump maps or normal maps to break it down.. but this way it is already done without , so better detailed effect with lover resolution maps still generating the specular equal on the surface .
    I could not generate enough details in normal maps to do this job , so that is so far best solution for the micro details, the level can be easy increase with the Glossy layered weight slider making it more dry or sweaty

    bellow example with different Glossy layered weight , dry and oily
    zoom in for better details

    RAMWolff said:
    Can you share HOW you create your specular maps Cath? Never seen one like that before. Your renders are just superb.
    sweat3_specular22.jpg
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    sweat3_specular22a.jpg
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  • MusicplayerMusicplayer Posts: 515
    edited April 2015

    Alex L said:
    Mec4D said:
    Yeah I shared the skin settings with Alex as we working on the best effects and each of us adjust it individual to the skin textures , plus you need to use tone mapping for desire effect.
    I set the Environment map value to 2.20 , rotate the dome so the right light hit the models, also scaled the finite sphere to 9

    I use my old M4 textures from the Hunk Megapack and Alex used the Huntsman head textures
    I am still not finished with my setup adjusting things and making new kind of specular than usual

    Bellow just last test with very fine specular that is broken down by itself to produce the right effect and not by bump maps or normal maps , it is the top micro layer , the skin textures does not have it

    Cheers. :-)

    Is there any chance you could share those settings? I understand if you say no because you are creating a shader to sell in the store or something. :)

    That's like peeking under the tree before Christmas ;-) heheh. Just teasing. Cath & I have been working on photorealism projects like this for years together, as well as individually. You already know what a master she is across the board! Each of us has over 30 years of visual arts study & work experience apiece, all revolving around the understanding of how the physical world behaves & appears in the presence of light. No matter the display medium, sculpting, sketching, painting, photochemical (film) or photoelectric (video), they all represent capturing or emulating what happens when objects reflect, absorb, transmit, and bend light. The "secret" is actually simple..
    (A) Observe what is actually happening when light interacts with the object you wish to reproduce in a medium;
    (B) understand the tools being used to "render" that reproduction, and working with it's advantages / limitations; then
    (C) apply your understanding to copy what you see before your eyes, and later in your head.

    We've in a golden age now where we finally have the computing & technical power to get closer to C with less of B for the end user, the mythical "Make Art" button hehehe, but the work still has to be put in somewhere "behind the curtain" to make visual magic.

    Here's a sample skin study I worked on in Iray with M4 geometry & skin textures (from Mec4D's "vintage" Eli Megapack), before Cath & I started our latest round of cooking in the laboratory here in OZ ;-)
    Hey Alex L,

    The 'magic' you and Cath are doing is amazing, and thanks for the render of Eli. I am REALLY hoping he is going to appear under the christmas tree again for GM2 with Iray shaders..hint, hint :)

    I think for me, your work is showing exactly what I suspected a few days ago, that there will be no "magic" shader buttons for skin textures in Iray. Each skin textures settings will need to be 'tailor made' for that particular artists texture set.
    So far, here in the forums, we have been discussing adjusting every setting imaginable to achieve photorealism, but as your work shows, this is going to need a different approach, because the texture maps etc will all need to be made differently from how they were for 3Delight.

    I get the feeling we have been chasing a rainbow regarding skin realism. So I am going to stop, and wait to see what you and Cath make available, because I do not have the expertise to make the maps etc to achieve the level of photorealism you both seem to have "discovered".

    Great work, and I look forward to seeing more of your renders as your techniques progress.

    Kind regards to you and Cath. :-)

    Post edited by Musicplayer on
  • Oso3DOso3D Posts: 15,085
    edited December 1969

    I think some of what we've all hashed out is still useful -- there's still some stuff that adds to realism that's possible without exotic stuff. Like, we can get 80% of the way there with appropriate use of stuff like translucency and so on.

    The rest requires a LOT more specialized work, but, hey, it's still an improvement.

    I mean, I'm glancing at stuff I've done, and the early attempts vs. the polished later stuff is night and day.

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Combined the better face I worked on with the LAMH hair. Showing the Xylia hair for comparison.

    While the LAMH I did is... kind of a terrible haircut (sort of a 70s 'bad glam shot' thing), what I find gratifying is that it could be the same woman after getting her Xylia hair cut and mussed.

    Vic6_LAMH.png
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    Vic6HD3.png
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  • kyoto kidkyoto kid Posts: 41,838
    edited April 2015

    Alex L said:
    Mec4D said:
    Yeah I shared the skin settings with Alex as we working on the best effects and each of us adjust it individual to the skin textures , plus you need to use tone mapping for desire effect.
    I set the Environment map value to 2.20 , rotate the dome so the right light hit the models, also scaled the finite sphere to 9

    I use my old M4 textures from the Hunk Megapack and Alex used the Huntsman head textures
    I am still not finished with my setup adjusting things and making new kind of specular than usual

    Bellow just last test with very fine specular that is broken down by itself to produce the right effect and not by bump maps or normal maps , it is the top micro layer , the skin textures does not have it

    Cheers. :-)

    Is there any chance you could share those settings? I understand if you say no because you are creating a shader to sell in the store or something. :)

    That's like peeking under the tree before Christmas ;-) heheh. Just teasing. Cath & I have been working on photorealism projects like this for years together, as well as individually. You already know what a master she is across the board! Each of us has over 30 years of visual arts study & work experience apiece, all revolving around the understanding of how the physical world behaves & appears in the presence of light. No matter the display medium, sculpting, sketching, painting, photochemical (film) or photoelectric (video), they all represent capturing or emulating what happens when objects reflect, absorb, transmit, and bend light. The "secret" is actually simple..
    (A) Observe what is actually happening when light interacts with the object you wish to reproduce in a medium;
    (B) understand the tools being used to "render" that reproduction, and working with it's advantages / limitations; then
    (C) apply your understanding to copy what you see before your eyes, and later in your head.

    We've in a golden age now where we finally have the computing & technical power to get closer to C with less of B for the end user, the mythical "Make Art" button hehehe, but the work still has to be put in somewhere "behind the curtain" to make visual magic.

    Here's a sample skin study I worked on in Iray with M4 geometry & skin textures (from Mec4D's "vintage" Eli Megapack), before Cath & I started our latest round of cooking in the laboratory here in OZ ;-)
    Hey Alex L,

    The 'magic' you and Cath are doing is amazing, and thanks for the render of Eli. I am REALLY hoping he is going to appear under the christmas tree again for GM2 with Iray shaders..hint, hint :)

    I think for me, your work is showing exactly what I suspected a few days ago, that there will be no "magic" shader buttons for skin textures in Iray. Each skin textures settings will need to be 'tailor made' for that particular artists texture set.
    So far, here in the forums, we have been discussing adjusting every setting imaginable to achieve photorealism, but as your work shows, this is going to need a different approach, because the texture maps etc will all need to be made differently from how they were for 3Delight.

    I get the feeling we have been chasing a rainbow regarding skin realism. So I am going to stop, and wait to see what you and Cath make available, because I do not have the expertise to make the maps etc to achieve the level of photorealism you both seem to have "discovered".

    Great work, and I look forward to seeing more of your renders as your techniques progress.

    Kind regards to you and Cath. :-)
    ...same applies to hair content as it is also is optimised for 3DL. There are hair shaders available for Iray but not for use with Daz.

    Strand based hair (Garibaldi & LAMH) while very realistic looking, will not work in Iray (or any other unbiased render engine) without first converting to .obj format as it is 3DLdependent. This of course presents two new issues, it cannot be styled or posed after conversion, and would require a fairly robust system to handle the polygon load the case of long or thick hair. The other option, fibremesh hair, is also very "weighty" and so far has not impressed me as most examples I have seen the individual strands appear too coarse.

    Post edited by kyoto kid on
  • Oso3DOso3D Posts: 15,085
    edited December 1969

    My workflow, with LAMH, is keep the hair stored primarily as a preset, and not to save files with it or the obj. I then store the shader info either in a hair cap or some other object.

    Then, when I need to render, I save as a 'production' file, I load the preset, do any last minute styling (possibly save another preset instance), convert to Obj, add the shader, render, and when I'm done just close without saving.

    I find trying to save scenes with LAMH in them tends to make the save files prone to going bad. Which is very annoying. But since I can't have that much LAMH going on in a scene ANYway, it's not so hard to just keep reloading presets as needed.
    I save a production file to mitigate the danger of saving LAMH into my main project file and potentially having it go bad.


    This is an awful lot of hoops, and if I can avoid using LAMH, I do... but the effect is REALLY COOL when it comes together.

  • kyoto kidkyoto kid Posts: 41,838
    edited April 2015

    ...yeah, however because of the polygon weight for most of us it means sticking to a short hairstyle.

    Not good when your character's have hair like this...

    Annika.jpg
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    Post edited by kyoto kid on
  • rovrov Posts: 46
    edited December 1969

    Finally got to do a portrait and focuse on the skin and hair, using most of the tips in these threads. Lighting only with HDRI Pixar (seems to become everybodies favorite). Background applied in photoshop.

    kitty-pixar.jpg
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  • rovrov Posts: 46
    edited December 1969

    ... and sorry .... just can't get enough of the way Iray handles metal and such. HDRI lighting only.

    my-new-car.jpg
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  • barbultbarbult Posts: 26,163
    edited December 1969

    Combined the better face I worked on with the LAMH hair. Showing the Xylia hair for comparison.

    While the LAMH I did is... kind of a terrible haircut (sort of a 70s 'bad glam shot' thing), what I find gratifying is that it could be the same woman after getting her Xylia hair cut and mussed.


    That is some of the nicest LAMH hair that I've seen. It looks totally plausible to me.
  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    rov said:
    Finally got to do a portrait and focuse on the skin and hair, using most of the tips in these threads. Lighting only with HDRI Pixar (seems to become everybodies favorite). Background applied in photoshop.

    I really like what you did with the hair shader there.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    barbult said:
    Combined the better face I worked on with the LAMH hair. Showing the Xylia hair for comparison.

    While the LAMH I did is... kind of a terrible haircut (sort of a 70s 'bad glam shot' thing), what I find gratifying is that it could be the same woman after getting her Xylia hair cut and mussed.


    That is some of the nicest LAMH hair that I've seen. It looks totally plausible to me. I think they both look good. As for the Vintage, well, Xylia reminds me of a long past era of sorts (Queen Victoria ish?), or perhaps some show I had seen on PBS years ago (in a good way).
  • Oso3DOso3D Posts: 15,085
    edited December 1969

    Thanks, barbult! I think the Iray renderer helps bring out a lot of detailed coolness in the hair.

  • kyoto kidkyoto kid Posts: 41,838
    edited December 1969

    rov said:
    Finally got to do a portrait and focuse on the skin and hair, using most of the tips in these threads. Lighting only with HDRI Pixar (seems to become everybodies favorite). Background applied in photoshop.

    ...now that looks pretty good. End of Summer Hair?
  • Occams_RazorOccams_Razor Posts: 40
    edited December 1969

    Blantyr said:
    I think I've reinvented florescent lighting. The attachment is lit by a large torus, nearly the diameter of the room, hanging up near the ceiling. (You can see it indirectly in the crystal ball.) The Iray mode is scene only with headlamps off, so the torus is essentially the sole light source for the image. Luminance on the torus is 6,000,000. I'm not used to setting parameters that high in DAZ Studio, but it seems necessary to dispel gloom.

    I did add a spotlight in the area of the girl and table as otherwise the viewport was entirely black. Objects giving out light through Emission light the final render, but don't help light the viewport?

    The space rocks were hit by the copper and jade Iray shaders, the bottles with clear and frosted glass.

    Is the torus a prop that you already had? Did you shade it with the Immesive Iray shader?

    I had noticed the final render lighting versus the viewport issue but I really don't know what I don't know so....

  • the3dwizardthe3dwizard Posts: 495
    edited April 2015

    Good stuff everyone! Decided to put aside the HDRI and play with physical lights this time. This is just two square emitters and a point light on the back drop (cyclorama).

    Cheers!

    lights-rembrandt-soft-test1.png
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    Post edited by the3dwizard on
  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Looks awesome. I can't wait for this to go "General release" and get an upgrade to my video card... then I'll spend inordinate amounts of time cussing and screaming and then will finally, hopefully, have some settings I like for Bruno. Always wondered what he would look like in a superb rendering solution like this one. All the others leave me scratching my head but keeping up on these many threads for iRay I hopefully won't go into this completely dumbfounded! lol

    Mec4D said:
    Thanks Richard , until I am done I keep it to myself lol sorry buddy it is my new baby ;)
    but what I did is extracting the luminosity from the color diffuse maps so I got the top reflective layer
    usually we need bump maps or normal maps to break it down.. but this way it is already done without , so better detailed effect with lover resolution maps still generating the specular equal on the surface .
    I could not generate enough details in normal maps to do this job , so that is so far best solution for the micro details, the level can be easy increase with the Glossy layered weight slider making it more dry or sweaty

    bellow example with different Glossy layered weight , dry and oily
    zoom in for better details

    RAMWolff said:
    Can you share HOW you create your specular maps Cath? Never seen one like that before. Your renders are just superb.
  • Oso3DOso3D Posts: 15,085
    edited April 2015

    Oh hey, we're doing scantily clad sexy poses? Here you go!

    (As an aside, after some frustration at limited number of black hairstyles in store, I was pleased to find that it's VERY easy to do kinky or afro style hair with LAMH)

    Sexy_man.png
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    Post edited by Oso3D on
This discussion has been closed.