Skin color and tones - understanding

2

Comments

  • cosmo71cosmo71 Posts: 3,609
    edited September 2015

    and it works not correct and in a view minutes I will show you the error of the AoA shader

    Post edited by cosmo71 on
  • cosmo71cosmo71 Posts: 3,609
    edited September 2015

    Here is an image that should explain what I mean with "the AoA shader works not correct"

    Two AoA spotlights on 100% one from left back and one from front right and one AoA ambiant light on 20% so this should not cause the light area but it does and if 20% of a light what is nearly nothing causes such an effect than there must be something wrong. 20% of a light is nearly nothing and why is the rest of the shadow not as bright as this little area?

    AoArerror.jpg
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    Post edited by cosmo71 on
  • mjc1016mjc1016 Posts: 15,001
    edited September 2015

    Almost ANY SSS shader that uses the method of doing SSS as used in the AoA shader (basically ANY of the existing Studio ones) can have that problem.  It's a twofold issue...the first part is scale.  Most all the presets are at a rediculous scale for the SSS value.  The second part is intersecting geometry...the method used does not deal well with it.

    To fix it, the scale value needs to be changed (that should help with the 'glowbug' look too...but really that is almost all down to the unneeded velvet value) AND you have to make sure that there is no intersecting geometry. 

    It's all due the fact that the method used IS NOT 'energy conserving'...and when things like velvet are added in it's even worse.  All the values...diffuse, velvet and SSS should equal 100%...that means a diffuse strength of 60%, SSS of 100 and velvet of 20% is nearly 2x what it should be...in other words, it's the same as making the skin a light emitting surface.  And working in a nonlinear workspace makes it even worse, because it's very likely that the lights are set too high, too...

    Post edited by mjc1016 on
  • cosmo71cosmo71 Posts: 3,609
    edited September 2015
    mjc1016 said:

    Almost ANY SSS shader that uses the method of doing SSS as used in the AoA shader (basically ANY of the existing Studio ones) can have that problem.  It's a twofold issue...the first part is scale.  Most all the presets are at a rediculous scale for the SSS value.  The second part is intersecting geometry...the method used does not deal well with it.

    To fix it, the scale value needs to be changed (that should help with the 'glowbug' look too...but really that is almost all down to the unneeded velvet value) AND you have to make sure that there is no intersecting geometry. 

    It's all due the fact that the method used IS NOT 'energy conserving'...and when things like velvet are added in it's even worse.  All the values...diffuse, velvet and SSS should equal 100%...that means a diffuse strength of 60%, SSS of 100 and velvet of 20% is nearly 2x what it should be...in other words, it's the same as making the skin a light emitting surface.  And working in a nonlinear workspace makes it even worse, because it's very likely that the lights are set too high, too...

    but that seems mainly a SSS problem because with the elite human surface shader you have not this problem so...in other words...SSS works not correct what means it is more or less useless.

     

    Post edited by cosmo71 on
  • cosmo71cosmo71 Posts: 3,609
    edited September 2015

    consequence: back to v4 and the elite human surface shader or they should use the elite human surface shader on the new figures. Never had such problem with V4.2 and natasha elite skin. Or they should fix the problem. When you take your shoulders down your arms hit your body, that is natural so everything else is not. If I want to do a correct render I can`t do it because of the "glowbug"? It is quite simple. They sell this shader so they have to fix it not I have to do poses that are unnatural just to prevent a "glowbug".

    This means nothing else than that they sell not correct working products and you as costumer have to prevent the errors.

    Post edited by cosmo71 on
  • mjc1016mjc1016 Posts: 15,001

    No it works correctly...it's the settings that are wrong.  It's just doing what it was told to do...just like if you set a light to 200%, it will be overblown.

  • cosmo71cosmo71 Posts: 3,609
    mjc1016 said:

    No it works correctly...it's the settings that are wrong.  It's just doing what it was told to do...just like if you set a light to 200%, it will be overblown.

    The settings are not correct? Haha what a joke. In the image there is shadow and then in the middle of the shadow were also should be shadow is no shadow, if this has something to do with settings...well..but okay...I see, everything is great and the AoA shader is the best of the world and SSS is the greatest thing since god created the earth.

  • cosmo71cosmo71 Posts: 3,609

    and as you can see in the little image I have posted. There has to be shadow no matter if the bodyparts hit each other or not. Shadow is shadow. This is a thing the programmers has to fix and not the users with their settings.

  • cosmo71cosmo71 Posts: 3,609
    edited September 2015
    mjc1016 said:

    because it's very likely that the lights are set too high, too...

    they are not to high and they has to be like they are because to get a passably result. I show you what (attachment)

    So but only one light makes no sence so you add an ambient light or other lights with values that creates a good result where the light hits and then the light values can`t be wrong. So it is a shader issue and not a setting issue. If you reduce the light you will have less brightness in the render, if you then highten the SSS strenght for examle or the diffuse strenght to get a passably render result you will have an extreme glow effect in the pre render as you can see and surely know what also is a shader issue and nothing else.

    That all means the shader and also SSS is no good stuff. So simple is that.

     

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    Post edited by cosmo71 on
  • scorpioscorpio Posts: 8,533
    cosmo71 said:
    mjc1016 said:
     

    SSS is more or less broken in the uber/HSS shaders. The AoA shaders are pretty much the shaders that had working SSS, which is probably why it takes longer to calcuate when rendering. So the Gen4 didn't really have what genesis had in terms of shader advances.

    No...it's not broken in the SHADERS...just most of the presets (and yes, that's more than just semantics).  The presets not being set properly doesn't mean the actual implementation in the shader itself is 'broken'.

    Sorry, you're incorrect. It's in the implementation. That's why the AoA shaders were used in lieu of HSS/Uber because the SSS did not work reliably. The AoA shaders display SSS correctly every time.

    The AoA shader sucks

     

    NO it doesn't just because you don't understand how it works doesn't mean it 'sucks' - why don't you just stick to using V4 and her textures its quite clear from your numerous posts that you don't think much of newer products so why use them just so yourcan post how bad you think they are, your complaints often sound like insults to the artists that created them.

     

  • cosmo71cosmo71 Posts: 3,609

    aynd

    scorpio said:
    cosmo71 said:
    mjc1016 said:
     

    SSS is more or less broken in the uber/HSS shaders. The AoA shaders are pretty much the shaders that had working SSS, which is probably why it takes longer to calcuate when rendering. So the Gen4 didn't really have what genesis had in terms of shader advances.

    No...it's not broken in the SHADERS...just most of the presets (and yes, that's more than just semantics).  The presets not being set properly doesn't mean the actual implementation in the shader itself is 'broken'.

    Sorry, you're incorrect. It's in the implementation. That's why the AoA shaders were used in lieu of HSS/Uber because the SSS did not work reliably. The AoA shaders display SSS correctly every time.

    The AoA shader sucks

     

    NO it doesn't just because you don't understand how it works doesn't mean it 'sucks' - why don't you just stick to using V4 and her textures its quite clear from your numerous posts that you don't think much of newer products so why use them just so yourcan post how bad you think they are, your complaints often sound like insults to the artists that created them.

     

    It does not? What is with lightbugs? What is with the glow effect during the pre render work causing by SSS and such things? Everything fine? Okay then everything fine.One can reduce the SSS strength and then before rendering a scene raise it up again, clear no problem.

    I do understand that it works not correct if there is light where should have been shadow.

  • cosmo71cosmo71 Posts: 3,609
    cosmo71 said:

    aynd

    scorpio said:
    cosmo71 said:
    mjc1016 said:
     

    SSS is more or less broken in the uber/HSS shaders. The AoA shaders are pretty much the shaders that had working SSS, which is probably why it takes longer to calcuate when rendering. So the Gen4 didn't really have what genesis had in terms of shader advances.

    No...it's not broken in the SHADERS...just most of the presets (and yes, that's more than just semantics).  The presets not being set properly doesn't mean the actual implementation in the shader itself is 'broken'.

    Sorry, you're incorrect. It's in the implementation. That's why the AoA shaders were used in lieu of HSS/Uber because the SSS did not work reliably. The AoA shaders display SSS correctly every time.

    The AoA shader sucks

     

    NO it doesn't just because you don't understand how it works doesn't mean it 'sucks' - why don't you just stick to using V4 and her textures its quite clear from your numerous posts that you don't think much of newer products so why use them just so yourcan post how bad you think they are, your complaints often sound like insults to the artists that created them.

     

    It does not? What is with lightbugs? What is with the glow effect during the pre render work causing by SSS and such things? Everything fine? Okay then everything fine.One can reduce the SSS strength and then before rendering a scene raise it up again, clear no problem.

    I do understand that it works not correct if there is light where should have been shadow.  Well I am open for new things, no problem but if there are some things that aren`t good in my opinion also if it is a new product, I will say this and btw. I was asking if some things can be changed on values and so to make the things I do not like better but until now I have just get answeres like that I do all wrong and the shader is the best of the world and things like "lightbugs" in shadow areas are because my lighting settings are too high, yes, that will be the problem.

     

     

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  • cosmo71cosmo71 Posts: 3,609

    and as written, the G2F G2M and G3F Figures are good no doupt about that fact. They are an improvement but the shader could have been better as it is.

  • FishtalesFishtales Posts: 6,214

    I'm sure what you are seeing is the back light shining through the skin of the arm and body where they touch, a bit like shining a light behind an ear and the skin glows as the light passes through. Or maybe not, I'm no expert.

  • cosmo71cosmo71 Posts: 3,609
    Fishtales said:

    I'm sure what you are seeing is the back light shining through the skin of the arm and body where they touch, a bit like shining a light behind an ear and the skin glows as the light passes through. Or maybe not, I'm no expert.

    no, it is not the backlight, it is the ambient light that causes the "lightbug". Have tested it. Until now I have no clue how to prevent that. I have tried a deep shadow map for the ambient light but than also parts are dark which should have a bit ambient light :(

     

  • cosmo71cosmo71 Posts: 3,609
    cosmo71 said:
    Fishtales said:

    I'm sure what you are seeing is the back light shining through the skin of the arm and body where they touch, a bit like shining a light behind an ear and the skin glows as the light passes through. Or maybe not, I'm no expert.

    no, it is not the backlight, it is the ambient light that causes the "lightbug". Have tested it. Until now I have no clue how to prevent that. I have tried a deep shadow map for the ambient light but than also parts are dark which should have a bit ambient light :( (parts of the environment)

     

     

  • scorpioscorpio Posts: 8,533
    cosmo71 said:

    aynd

    scorpio said:
    cosmo71 said:
    mjc1016 said:
     

    SSS is more or less broken in the uber/HSS shaders. The AoA shaders are pretty much the shaders that had working SSS, which is probably why it takes longer to calcuate when rendering. So the Gen4 didn't really have what genesis had in terms of shader advances.

    No...it's not broken in the SHADERS...just most of the presets (and yes, that's more than just semantics).  The presets not being set properly doesn't mean the actual implementation in the shader itself is 'broken'.

    Sorry, you're incorrect. It's in the implementation. That's why the AoA shaders were used in lieu of HSS/Uber because the SSS did not work reliably. The AoA shaders display SSS correctly every time.

    The AoA shader sucks

     

    NO it doesn't just because you don't understand how it works doesn't mean it 'sucks' - why don't you just stick to using V4 and her textures its quite clear from your numerous posts that you don't think much of newer products so why use them just so yourcan post how bad you think they are, your complaints often sound like insults to the artists that created them.

     

    It does not? What is with lightbugs? What is with the glow effect during the pre render work causing by SSS and such things? Everything fine? Okay then everything fine.One can reduce the SSS strength and then before rendering a scene raise it up again, clear no problem.

    I do understand that it works not correct if there is light where should have been shadow.

     

    Its been explained why shaders look different in prerender to post render. AoA shader does work correctly you just don't understand it. Prerender looks different to post render live with it, learn to work with it try to understand how shaders work rather than blank criticism.

    If you want to use the new figures but don't like the texture or the shaders they come with then use ones you do like, you can apply shaders to any figure; use the Ubersurface shaders with the G2 or G3 skins.

     

  • scorpioscorpio Posts: 8,533
    cosmo71 said:
    cosmo71 said:

    aynd

    scorpio said:
    cosmo71 said:
    mjc1016 said:
     

    SSS is more or less broken in the uber/HSS shaders. The AoA shaders are pretty much the shaders that had working SSS, which is probably why it takes longer to calcuate when rendering. So the Gen4 didn't really have what genesis had in terms of shader advances.

    No...it's not broken in the SHADERS...just most of the presets (and yes, that's more than just semantics).  The presets not being set properly doesn't mean the actual implementation in the shader itself is 'broken'.

    Sorry, you're incorrect. It's in the implementation. That's why the AoA shaders were used in lieu of HSS/Uber because the SSS did not work reliably. The AoA shaders display SSS correctly every time.

    The AoA shader sucks

     

    NO it doesn't just because you don't understand how it works doesn't mean it 'sucks' - why don't you just stick to using V4 and her textures its quite clear from your numerous posts that you don't think much of newer products so why use them just so yourcan post how bad you think they are, your complaints often sound like insults to the artists that created them.

     

    It does not? What is with lightbugs? What is with the glow effect during the pre render work causing by SSS and such things? Everything fine? Okay then everything fine.One can reduce the SSS strength and then before rendering a scene raise it up again, clear no problem.

    I do understand that it works not correct if there is light where should have been shadow.  Well I am open for new things, no problem but if there are some things that aren`t good in my opinion also if it is a new product, I will say this and btw. I was asking if some things can be changed on values and so to make the things I do not like better but until now I have just get answeres like that I do all wrong and the shader is the best of the world and things like "lightbugs" in shadow areas are because my lighting settings are too high, yes, that will be the problem.

     

     

    That can be caused by shadow bias being too high, have you tried reducing the shadow bias.

  • cosmo71cosmo71 Posts: 3,609

    so if a lightbug is a consequence if using an ambient light and two bodyparts (arm/torse for example) hit each other if using SSS than that means one have to take care about what poses are possible and which poses are not possible because of the not correct working shader. Hmm, that is weird.

  • scorpioscorpio Posts: 8,533
    cosmo71 said:

    so if a lightbug is a consequence if using an ambient light and two bodyparts (arm/torse for example) hit each other if using SSS than that means one have to take care about what poses are possible and which poses are not possible because of the not correct working shader. Hmm, that is weird.

     

    Have you tried reducing the shadow bias?

     

  • cosmo71cosmo71 Posts: 3,609
    scorpio said:
    cosmo71 said:

    so if a lightbug is a consequence if using an ambient light and two bodyparts (arm/torse for example) hit each other if using SSS than that means one have to take care about what poses are possible and which poses are not possible because of the not correct working shader. Hmm, that is weird.

     

    Have you tried reducing the shadow bias?

     

    my shadow values are relatively low right now at 0.1 for the spot lights

  • cosmo71cosmo71 Posts: 3,609

    or do you mean the AO bias of the ambient light?

  • As Scorpio says, shaders look different in prerender to post render.  I would suggest you not worry about what a pre-rendered shader looks like and only go by an actual render.  To be able to see how a skin renders, it has been suggested that, rather than doing spot renders which you seem to find slow, that you use the auxilary viewport.  You can set the engine to 3Delight in Render Settings, if that is what you are using, and start an IPR render.  After it optimizes the maps, it renders fairly quickly.  

    http://prntscr.com/8d6i89

  • cosmo71cosmo71 Posts: 3,609

    I think I have it. AoA advanced ambient light Hit sides turned on "both" and it worked. But it seems that now the skin in whole is a bit darker, but that is no problem.

  • cosmo71cosmo71 Posts: 3,609

    As Scorpio says, shaders look different in prerender to post render.  I would suggest you not worry about what a pre-rendered shader looks like and only go by an actual render.  To be able to see how a skin renders, it has been suggested that, rather than doing spot renders which you seem to find slow, that you use the auxilary viewport.  You can set the engine to 3Delight in Render Settings, if that is what you are using, and start an IPR render.  After it optimizes the maps, it renders fairly quickly.  

    http://prntscr.com/8d6i89

    well the skin I use right now causes not much diffrences between pre render look and rendered result (for what ever reason) with the values I have right now (my standard values I often use for my indoor sceenes) if you have the lights "off" in pre render, what I normaly not have but that I have to live with I think.

    the thing with the IPR I have tested but where is the difference between a spotrender in the scene and the IPR? For me it seems that both took the same time and have the same results.

     

  • FishtalesFishtales Posts: 6,214

    Is the spot render set for 3Delight and the AUX view set for Iray? That would make a difference.

  • fishtales, not sure you can do both since you have to set the render engine in the render settings.  At least that is how it works for me.

    Cosmo, how long is the IPR Aux View taking to render?  Mine takes about 10 sec. to render.

  • cosmo71cosmo71 Posts: 3,609

    fishtales, not sure you can do both since you have to set the render engine in the render settings.  At least that is how it works for me.

    Cosmo, how long is the IPR Aux View taking to render?  Mine takes about 10 sec. to render.

    I will have a look, one moment, just do some tests :)

    BTW it was the "Hit sides" value that causes the "lightbug" if set on "both" there is no "lightbug"

     

  • cosmo71cosmo71 Posts: 3,609
    edited September 2015

    The IPR is faster because it renders the whole viewport but if you have progressive render of "on" what I have and you do just a spotrender of just a part of the scene (areas where the problems are) like I have done the whole time during my tests I would say it is nearly equal. But I have docked it because it is very good to see how shadows fall if you have more items in a scene, that will reduce much time for working on a scene until everything fits right with the shadows. The aux viewport is a good thing for that :)

    Post edited by cosmo71 on
  • FishtalesFishtales Posts: 6,214
    edited September 2015

    fishtales, not sure you can do both since you have to set the render engine in the render settings.  At least that is how it works for me.

    Cosmo, how long is the IPR Aux View taking to render?  Mine takes about 10 sec. to r

    I am in the middle of a big render, 43 hours and counting, don't ask, but I started up a new instance of DAZ Studio and you can have the render settings set for 3Delight and do spot renders in the viewport and have the AUX viewport set for Iray.

     

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    Post edited by Fishtales on
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