Question about JM HumanShader for Iray

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Comments

  • Oso3DOso3D Posts: 15,085

    Glossy layered weight, yes.

    Basically, the idea is to set a matte, dry skin look, and then oily/wet shine on top. You could try doing it all in one and skip the top coat, of course. In which case 1 weight and, oh, .6 or .7 glossiness.

     

  • evilded777evilded777 Posts: 2,482

    Anyone have Derek HD and these shaders? Thinking the materials are probably similar since JavierMichael has a credit on DerekHD and I doubt its just for the promo shot.

  • Ralf1958Ralf1958 Posts: 688

    @ timmins.william - Since you are such a magician with those shaders, do you have a simple advice on how to make skin appear al little more tan? I have a few characters that look they have never seen sunlight in their life. smiley Thanks!

  • Oso3DOso3D Posts: 15,085

    Awww! Thanks!

     

    Well, the obvious first step is to adjust base color. Making it a little more orange, though low saturation (like very very weak tea), drop the value a little. One thing I've found is VERY tiny adjustments make big visible differences -- I've sometimes had Hue change by 5 and a character suddenly looks goofy.

    Generally, more melanin (almost said tannin, my mind on tea) means skin becomes more opaque. Dropping Translucency by .1 or so might be more believable, and also helps remove some of the ruddy/pinkness the skin otherwise has.

     

  • Ralf1958Ralf1958 Posts: 688

    Awww! Thanks!

     

    Well, the obvious first step is to adjust base color. Making it a little more orange, though low saturation (like very very weak tea), drop the value a little. One thing I've found is VERY tiny adjustments make big visible differences -- I've sometimes had Hue change by 5 and a character suddenly looks goofy.

    Generally, more melanin (almost said tannin, my mind on tea) means skin becomes more opaque. Dropping Translucency by .1 or so might be more believable, and also helps remove some of the ruddy/pinkness the skin otherwise has.

     

    Thank you! I knew you have a simple solution. I'll try that! smiley

  • Ralf1958

    I have read the whole thread, you got some nice solutions already! But it is not always that easy. Each skin is different and there is not really always one magical button that works for every skin type. Like timmins.william ​ said you basically want to make dry skin and gloss it up on the top coat. However there are other things to take in consideration. If you want to go for a more of a real look, you still need maps DAZ/Iray don't support yet, however we can get close. You can create a lot of things with reflectivity roughness maps, specular rougness maps, normal and bump maps, specular maps and eventually SSS weightmaps. This is what i did in the attached image. I wish i could use a fresnel map in Iray and also sub-and epidermal maps.

  • RAMWolffRAMWolff Posts: 10,343
    edited January 2016

    Been using these shaders on Hivewires Dawn to get some settings put together for her but I'm kinda wondering how does one get a high Specularity with fairly tight glossiness on the nails.  My attempts to tighten up the glossiness just don't cut it.  I don't know enough about iRay at this point to figure it out.  So any sort of help in understanding what dials to turn up or turn down would be very helpful! 

    Thanks so much
    Richard

    Post edited by RAMWolff on
  • Leo ChenLeo Chen Posts: 697

    BTW, how to apply eyes color using this product?

    Snip20160220_3.png
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  • TaozTaoz Posts: 10,262
    edited February 2016

    The iris node I assume, that's what I do anyway. But I'll suggest experimenting with these eye shaders, sometimes the eyes actually look better without them, IMO. Here's a comparison of two IRay renders of the same eyes, one with the default 3DL shaders, one with the JM shaders.

    JM_eye_shaders.jpg
    530 x 720 - 136K
    Post edited by Taoz on
  • Leo ChenLeo Chen Posts: 697
    edited February 2016

    How you apply the shader for eyes?

    Post edited by Leo Chen on
  • Leo ChenLeo Chen Posts: 697

    How to apply shaders for eyes, mouth and tongue?

    Snip20160220_7.png
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  • Leo ChenLeo Chen Posts: 697
    edited February 2016

    How to apply shaders for eyes, mouth and tongue?

    Snip20160220_7.png
    1920 x 1081 - 1M
    Post edited by Leo Chen on
  • TaozTaoz Posts: 10,262

    Not sure about mouth, never used it, but I think it's like this. You can use either Surfaces or Legacy Surfaces (older names). Also look here:

    http://www.3dlibrarian.net/2015/12/27/eye-surfaces-on-genesis-figures/

     

    jm_iray_surfaces.jpg
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    jm_iray_legacy_surfaces.jpg
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  • Leo ChenLeo Chen Posts: 697
    Taozen said:

    Not sure about mouth, never used it, but I think it's like this. You can use either Surfaces or Legacy Surfaces (older names). Also look here:

    http://www.3dlibrarian.net/2015/12/27/eye-surfaces-on-genesis-figures/

     


    Thank you, Taozen.

    I have implied "Green Eyes" shader to the iris
    but the Eyes does not look like Green!!!
     

  • Leo Chen said:
    Taozen said:

    Not sure about mouth, never used it, but I think it's like this. You can use either Surfaces or Legacy Surfaces (older names). Also look here:

    http://www.3dlibrarian.net/2015/12/27/eye-surfaces-on-genesis-figures/

     


    Thank you, Taozen.

    I have implied "Green Eyes" shader to the iris
    but the Eyes does not look like Green!!!
     

    I thought those were just tuned for that eye color and work best if you already have a green eye texture in place

  • TaozTaoz Posts: 10,262
    edited February 2016
    Leo Chen said:
    Taozen said:

    Not sure about mouth, never used it, but I think it's like this. You can use either Surfaces or Legacy Surfaces (older names). Also look here:

    http://www.3dlibrarian.net/2015/12/27/eye-surfaces-on-genesis-figures/

     


    Thank you, Taozen.

    I have implied "Green Eyes" shader to the iris
    but the Eyes does not look like Green!!!
     

    Like TesseractSpace says, the eye shaders should match the color of the eyes you apply them to.  Here's a green eye with the JM iris shaders + green iris. Often the 3DL mat looks better IMO so in that case I don't apply the JM eye shaders.

     

     

    jm_eye_shaders_green.jpg
    595 x 693 - 180K
    Post edited by Taoz on
  • frogimusfrogimus Posts: 200

    Is it me or does the pupil look like its sitting on top of the cornea rather than being an opening in the iris? 

  • barbultbarbult Posts: 26,243
    frogimus said:

    Is it me or does the pupil look like its sitting on top of the cornea rather than being an opening in the iris? 

    In both the brown and green examples here, I think the 3DL version looks much better.

  • Leo ChenLeo Chen Posts: 697
    Leo Chen said:
    Taozen said:

    Not sure about mouth, never used it, but I think it's like this. You can use either Surfaces or Legacy Surfaces (older names). Also look here:

    http://www.3dlibrarian.net/2015/12/27/eye-surfaces-on-genesis-figures/

     


    Thank you, Taozen.

    I have implied "Green Eyes" shader to the iris
    but the Eyes does not look like Green!!!
     

    I thought those were just tuned for that eye color and work best if you already have a green eye texture in place

    Thank you,TesseractSpace.

  • Leo ChenLeo Chen Posts: 697
    Taozen said:
    Leo Chen said:
    Taozen said:

     

    Like TesseractSpace says, the eye shaders should match the color of the eyes you apply them to.  Here's a green eye with the JM iris shaders + green iris. Often the 3DL mat looks better IMO so in that case I don't apply the JM eye shaders.

     

     

    Thank you for help ,Taozen.

  • TaozTaoz Posts: 10,262
    edited February 2016
    barbult said:
    frogimus said:

    Is it me or does the pupil look like its sitting on top of the cornea rather than being an opening in the iris? 

    In both the brown and green examples here, I think the 3DL version looks much better.

    Yea, me too. Wonder if they've been testing the shaders on some eye mats that work better with them. Eye mats vary a lot in both looks and quality.

    Post edited by Taoz on
  • HavosHavos Posts: 5,582

    I have bought a few commercial skin shaders myself, and I find that for skin they make only a marginal improvement compared to the default iRay skin shaders for G2F/G2M that come for free with DS 4.8+. For eyes the improvement compared to the default ones tends to be much better.

  • Oso3DOso3D Posts: 15,085

    Yeah, I personally end up applying a commercial skin thing, mainly for eyes and such, and then apply a skin shader I worked out to my satisfaction.

    I like to have a skin shader where the regular glossy is like very dry skin and then Top Coat is fresnel and mimics sweat or water (or blood, or slime, or whatever, although if it gets really weird a geoshell is in order).

     

  • Well, I look at the various conversions as a starting point. From there I get a set of Iray shaders that I can adjust as needed. 

  • RAMWolffRAMWolff Posts: 10,343

    I like those shaders but I always have to tweak them to get a better result.  I have the other shader set in my cart and hope that they give me similar or better results.....

  • ArtiniArtini Posts: 10,313
    edited February 2016

    Below is a render of Genesis 3 Female with mixed shapes and skin from MDD Aridae for V4.2 by Maddelirium

    transferred using CaymanStudio's Legacy UVs for Genesis 3: V4.

    Then I have applied JM Human shaders for Iray, except for the eyes.

    image

    G3fAridae01sc03pic01.jpg
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    G3fAridae01sc03pic06.jpg
    600 x 1024 - 147K
    Post edited by Artini on
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