I am getting myself additional 2 x GTX 980 for my upcoming B-day lol
Personally I'd sooner have the one Titan X for the extra memory; it's going to be interesting if Directx 12 allows graphics cards to share memory for rendering too.
...that would be a huge boost if it could.
My power supply will not allow me to have any extra card beside Titan X and while rendering everything get busy , having 2 cards I can make better choice , beside 2 cards will give me more power ..I will thinking about what to do, and maybe go with Titan X and have just cheaper small card for the desktop
I am getting myself additional 2 x GTX 980 for my upcoming B-day lol
Personally I'd sooner have the one Titan X for the extra memory; it's going to be interesting if Directx 12 allows graphics cards to share memory for rendering too.
Yes it looks like the same function , some diffuse maps need less it depend of the color saturation as some have it really over the head
I will make tonight a video tutor of my editing and setting of the SSS so you can adopt and see for yourself
...those of us without Photoshop don't have quite the same toolset (or things are not labelled the the same between different applications). I recognise the Saturation channel but Gimp or PSP do not have anything called "Vibrance".
PSP X7, the AFAIK latest version, has, under Adjust > Hue and Saturation > Vibrancy.
I haven't tried it in DS yet, though, but it seems to do the exact same thing as Vibrance in Photoshop.
...I wish it would be in PDF format. I have very poor retention with videos.
...those of us without Photoshop don't have quite the same toolset (or things are not labelled the the same between different applications). I recognise the Saturation channel but Gimp or PSP do not have anything called "Vibrance".
PSP X7, the AFAIK latest version, has, under Adjust > Hue and Saturation > Vibrancy.
I haven't tried it in DS yet, though, but it seems to do the exact same thing as Vibrance in Photoshop.
...ach, only have PSP X4 Was unemployed when X5/X6 came out so I couldn't get the upgrade price for X7. Also they no longer offer a physical version, just electronic download. Like having that backup install disk.
...( not specular color as that is already always the same RGB 51 51 51 )...
If you wouldn't have said "already always" I'd dare to dissent on that. :down:
From what I got out of Sébastien Lagarde`s article about the physically based shading model, the specular color is connected to the materials' Refraction Index/IOR value.
If one would have set his RI/IOR value to 1.41, a RGB color of 51 51 51 would be correct. Using 1.40 or 1.44 instead, as I've read in some shader building descriptions, would just be plain false. For 1.40, using the formula from this article you'll get a linear sRGB color value of 0.027778, it should rather be RGB 50 50 50, and for 1.44 (linear sRGB color value of 0.032518) RGB 54 54 54.
Sc0tt Games Specular Cheat-Sheet for Physically-Based Rendering fortunately already have some ready to-use-values for skin listed, so that one don't have to spend precious time doing weird calculations.
I made up an Open Office Calcsheet and wiling to share if there is interest.
Well, I guess that no-one will get killed from using RGB 51 51 51 for different IOR values, but using most exact data will get more exact results playing in our new PBR sandbox.
Playing with Tone Mapping and stuff
hair and clothing done in Zbrush
back to the 90's ... aka The Zapper lol
Absulutely AWESOME!
The mustache is soo 19th century. GREAT.
Wished I could get my skin look even half that nice... *sigh*
Yes it looks like the same function , some diffuse maps need less it depend of the color saturation as some have it really over the head
I will make tonight a video tutor of my editing and setting of the SSS so you can adopt and see for yourself
...those of us without Photoshop don't have quite the same toolset (or things are not labelled the the same between different applications). I recognise the Saturation channel but Gimp or PSP do not have anything called "Vibrance".
PSP X7, the AFAIK latest version, has, under Adjust > Hue and Saturation > Vibrancy.
I haven't tried it in DS yet, though, but it seems to do the exact same thing as Vibrance in Photoshop.
...I wish it would be in PDF format. I have very poor retention with videos.
...many thanks.
Thanks Stefan, I got the 51 51 51 from the PBR charts
If you use RI/IOR values 1.41 or what I use 1.44 make sure the weighted values are on 1, if less like in my case 0.40 you need to add extra values or it will be less than 1.41/44 anyway I made the final setup of my shader today and it works fantastic from close up to far away renders , will be back later tonight with the showcase ;) prepared already some stuff so have to put the presentation together .
And talking about specular .. don't forget that that the top coat is for the oil reflection and have nothing to do with the specular values of the skin , I am for plan to make also the universal Oil reflection map for the 10 different skin areas of the face .. as it sounds really interesting and may be good idea for testing it out ..
...( not specular color as that is already always the same RGB 51 51 51 )...
If you wouldn't have said "already always" I'd dare to dissent on that. :down:
From what I got out of Sébastien Lagarde`s article about the physically based shading model, the specular color is connected to the materials' Refraction Index/IOR value.
If one would have set his RI/IOR value to 1.41, a RGB color of 51 51 51 would be correct. Using 1.40 or 1.44 instead, as I've read in some shader building descriptions, would just be plain false. For 1.40, using the formula from this article you'll get a linear sRGB color value of 0.027778, it should rather be RGB 50 50 50, and for 1.44 (linear sRGB color value of 0.032518) RGB 54 54 54.
Sc0tt Games Specular Cheat-Sheet for Physically-Based Rendering fortunately already have some ready to-use-values for skin listed, so that one don't have to spend precious time doing weird calculations.
I made up an Open Office Calcsheet and wiling to share if there is interest.
Well, I guess that no-one will get killed from using RGB 51 51 51 for different IOR values, but using most exact data will get more exact results playing in our new PBR sandbox.
Playing with Tone Mapping and stuff
hair and clothing done in Zbrush
back to the 90's ... aka The Zapper lol
Absulutely AWESOME!
The mustache is soo 19th century. GREAT.
Wished I could get my skin look even half that nice... *sigh*
Regarding my previous post... thoughts? Too splotchy?
Too splotchy for what?
No, not everyday use, but definitely something to consider keeping around.
I can think of a bunch of different scenarios where something like that would work.
Couple it with glossy topcoat for a very sweaty, after workout/fight look. Keep it kind dull/subdued gloss...first thing in the morning, before makeup...stuff like that.
This was composited with a separate render of just the background which I applied the Barrel Correction tool in PSP to to eliminate the "bowed" effect I was getting. Then I applied the "Wisest Sharpen" script in Gimp to clear some of the "fuzziness". After that I rendered the character and then the will o' wisp with Draw Dome turned off and combined them with the background.
This was composited with a separate render of just the background which I applied the Barrel Correction tool in PSP to to eliminate the "bowed" effect I was getting. Then I applied the "Wisest Sharpen" script in Gimp to clear some of the "fuzziness". After that I rendered the character and then the will o' wisp with Draw Dome turned off and combined them with the background.
Thanks Stefan, I got the 51 51 51 from the PBR charts
If you use RI/IOR values 1.41 or what I use 1.44 make sure the weighted values are on 1, if less like in my case 0.40 you need to add extra values or it will be less than 1.41/44 anyway I made the final setup of my shader today and it works fantastic from close up to far away renders , will be back later tonight with the showcase ;) prepared already some stuff so have to put the presentation together .
And talking about specular .. don't forget that that the top coat is for the oil reflection and have nothing to do with the specular values of the skin , I am for plan to make also the universal Oil reflection map for the 10 different skin areas of the face .. as it sounds really interesting and may be good idea for testing it out ..
You're welcome. :)
In your case the physically correct sRGB value for that RI/IOR would be 0.0325180 - 0.0325180 - 0.0325180 ~ RGB 54 54 54 .
I tend to just copy and paste them in, 'cause when you type in this 54 54 54 RGB value into the DS color picker, the sRGB color will than be at 0.0328759, which would again be a completely different RI/IOR value, slightly higher.
Doh... I never thought about that theese could be connected, too. But now as you say it, it makes very much sense. And might be one out of a hundred reasons why I can't get rid of this boiled lobster look. LOL.
If a weight value of .50 would mean, that you'll only get half the RI/IOR you did put into, that would explain something.
Yes, thank you, that Top Coat thing is one of the few things I already knew. Due to lack of accurate data I currently had set that as salty solution with an RI of 1.38. Sc0tt Games posted a nice source of refractive indexes (atomikateknik.com/pdf/Sample Dispersion & RI Guide.pdf). I plan to bathe them in Coconut or Olive Oil instead. I guess Mustard Oil would be too nasty.
:lol:
Your oil map idea sounds really nice and interesting. Earlier today I thought about making a translucency/Shadow Catcher map by adding RED instead of subtracting it for parts of the face and body have a different blood flow, like lips, ears, cheeks... and would then receive more red than other body parts. In the past I worked sometimes with Photoshop 5 and now have to get used to the new UI layout of PS CS6. And I miss my "Magic Wand" tool, had been so easy to work with. Either they dropped it or hid it away. :gulp:
This was composited with a separate render of just the background which I applied the Barrel Correction tool in PSP to to eliminate the "bowed" effect I was getting. Then I applied the "Wisest Sharpen" script in Gimp to clear some of the "fuzziness". After that I rendered the character and then the will o' wisp with Draw Dome turned off and combined them with the background.
Och, Now where have you led me?
..thank you.
I worked with the settings you mentioned, but no matter what I did (using the "ISO Paper - Portrait" framing in the General Render Settings), the curve effect still was pronounced even at a focal length of 135 I also remembered to scale the character down to 9% as well for at her full size, she appeared way too close to the camera.
This was composited with a separate render of just the background which I applied the Barrel Correction tool in PSP to to eliminate the "bowed" effect I was getting. Then I applied the "Wisest Sharpen" script in Gimp to clear some of the "fuzziness". After that I rendered the character and then the will o' wisp with Draw Dome turned off and combined them with the background.
Och, Now where have you led me?
..thank you.
I worked with the settings you mentioned, but no matter what I did (using the "ISO Paper - Portrait" framing in the General Render Settings), the curve effect still was pronounced even at a focal length of 135 I also remembered to scale the character down to 9% as well for at her full size, she appeared way too close to the camera.
Not sure what I am doing wrong.
At least the composited image turned out.
You scaled the character down to 9% or the Dome down to 9%?
Still trying to wrap my head around the scaling issues.
Here is my latest attempt with the Pixar Campus. How you guys are getting such exacting details and my attempts come out fuzzy I don't know but I am pretty sure I am at fault.
;)
As you can see "Gen" is as frustrated as I am with it all...
I think I've finally dialed in this character's look to where I like it.
It's V5Belle, diffuse is 40 Contrast, 50% saturation, then I use Skin Overlay to add vascularity and increase THAT to opacity 40%. Displacement comes from Skin overlay to add vascularity and skin details, plus regular Belle bump map.
Huff huff.
(I've been working on this a lot because Luy is one of the main characters of my web comic, and I really want to get her look worked out.)
I might tweak it a little more in other lighting, we'll see.
Still trying to wrap my head around the scaling issues.
Here is my latest attempt with the Pixar Campus. How you guys are getting such exacting details and my attempts come out fuzzy I don't know but I am pretty sure I am at fault.
;)
As you can see "Gen" is as frustrated as I am with it all...
...I basically cheated.
Changed the dome size to 80 to get the camera position and angle I wanted, turned off the character, Rendered just the setting. First took it into PSP to fix the "barrel" effect (curvature to the image) then opened it up in Gimp and used a sharpen script to add more definition. After that rendered the Merida character and will o' wisp separately with the Draw Dome setting turned off, opened all in Gimp and composited the scene together.
One question, which HDRI resolution are you using, the 4000 x 2000 or the 8000 x 4000 one?
Still trying to wrap my head around the scaling issues.
Here is my latest attempt with the Pixar Campus. How you guys are getting such exacting details and my attempts come out fuzzy I don't know but I am pretty sure I am at fault.
;)
As you can see "Gen" is as frustrated as I am with it all...
...I basically cheated.
Changed the dome size to 80 to get the camera position and angle I wanted, turned off the character, Rendered just the setting. First took it into PSP to fix the "barrel" effect (curvature to the image) then opened it up in Gimp and used a sharpen script to add more definition. After that rendered the Merida character and will o' wisp separately with the Draw Dome setting turned off, opened all in Gimp and composited the scene together.
One question, which HDRI resolution are you using, the 4000 x 2000 or the 8000 x 4000 one?
8000 x 4000
I rendered both images separately but for the life of me can't get them to layer in Gimp...
It seems no matter what hair I use, I get the same results.All the renders you guys are putting out is awesome! while my hair is looking like a molded piece of plastic. :(
It seems no matter what hair I use, I get the same results.All the renders you guys are putting out is awesome! while my hair is looking like a molded piece of plastic. :(
Which hairs did you tested on? or which ones you have in order to see if I also have them to make some testing...
Comments
Personally I'd sooner have the one Titan X for the extra memory; it's going to be interesting if Directx 12 allows graphics cards to share memory for rendering too.
...that would be a huge boost if it could.
My power supply will not allow me to have any extra card beside Titan X and while rendering everything get busy , having 2 cards I can make better choice , beside 2 cards will give me more power ..I will thinking about what to do, and maybe go with Titan X and have just cheaper small card for the desktop
Personally I'd sooner have the one Titan X for the extra memory; it's going to be interesting if Directx 12 allows graphics cards to share memory for rendering too.
I will see what I can do :)
...I wish it would be in PDF format. I have very poor retention with videos.
Playing with Tone Mapping and stuff
hair and clothing done in Zbrush
back to the 90's ... aka The Zapper lol
...ach, only have PSP X4 Was unemployed when X5/X6 came out so I couldn't get the upgrade price for X7. Also they no longer offer a physical version, just electronic download. Like having that backup install disk.
PSP X7
As in Paint Shop Pro v.7?
No, as in PaintShopPro v 17
Absulutely AWESOME!
The mustache is soo 19th century. GREAT.
Wished I could get my skin look even half that nice... *sigh*
...I wish it would be in PDF format. I have very poor retention with videos.
...many thanks.
Thanks Stefan, I got the 51 51 51 from the PBR charts
If you use RI/IOR values 1.41 or what I use 1.44 make sure the weighted values are on 1, if less like in my case 0.40 you need to add extra values or it will be less than 1.41/44 anyway I made the final setup of my shader today and it works fantastic from close up to far away renders , will be back later tonight with the showcase ;) prepared already some stuff so have to put the presentation together .
And talking about specular .. don't forget that that the top coat is for the oil reflection and have nothing to do with the specular values of the skin , I am for plan to make also the universal Oil reflection map for the 10 different skin areas of the face .. as it sounds really interesting and may be good idea for testing it out ..
Absulutely AWESOME!
The mustache is soo 19th century. GREAT.
Wished I could get my skin look even half that nice... *sigh*
Here´s my latest render of Olympia : )
Last version, new version.
I think for some purposes this would be too much, but I went with Contrast +60, Saturation 50%... and I think it gave the skin some great texture.
That is the single most amazing render I have ever seen!!
Regarding my previous post... thoughts? Too splotchy?
...my thought exactly.
Too splotchy for what?
No, not everyday use, but definitely something to consider keeping around.
I can think of a bunch of different scenarios where something like that would work.
Couple it with glossy topcoat for a very sweaty, after workout/fight look. Keep it kind dull/subdued gloss...first thing in the morning, before makeup...stuff like that.
...a little goofy fun with the Pixar Campus.
This was composited with a separate render of just the background which I applied the Barrel Correction tool in PSP to to eliminate the "bowed" effect I was getting. Then I applied the "Wisest Sharpen" script in Gimp to clear some of the "fuzziness". After that I rendered the character and then the will o' wisp with Draw Dome turned off and combined them with the background.
Och, Now where have you led me?
Cute, Kyoto. Heh
cute indeed good job !
Och, Now where have you led me?
You're welcome. :)
In your case the physically correct sRGB value for that RI/IOR would be 0.0325180 - 0.0325180 - 0.0325180 ~ RGB 54 54 54 .
I tend to just copy and paste them in, 'cause when you type in this 54 54 54 RGB value into the DS color picker, the sRGB color will than be at 0.0328759, which would again be a completely different RI/IOR value, slightly higher.
Doh... I never thought about that theese could be connected, too. But now as you say it, it makes very much sense. And might be one out of a hundred reasons why I can't get rid of this boiled lobster look. LOL.
If a weight value of .50 would mean, that you'll only get half the RI/IOR you did put into, that would explain something.
Yes, thank you, that Top Coat thing is one of the few things I already knew. Due to lack of accurate data I currently had set that as salty solution with an RI of 1.38. Sc0tt Games posted a nice source of refractive indexes (atomikateknik.com/pdf/Sample Dispersion & RI Guide.pdf). I plan to bathe them in Coconut or Olive Oil instead. I guess Mustard Oil would be too nasty.
:lol:
Your oil map idea sounds really nice and interesting. Earlier today I thought about making a translucency/Shadow Catcher map by adding RED instead of subtracting it for parts of the face and body have a different blood flow, like lips, ears, cheeks... and would then receive more red than other body parts. In the past I worked sometimes with Photoshop 5 and now have to get used to the new UI layout of PS CS6. And I miss my "Magic Wand" tool, had been so easy to work with. Either they dropped it or hid it away. :gulp:
It's weird you should be getting something like this.
..thank you.
I worked with the settings you mentioned, but no matter what I did (using the "ISO Paper - Portrait" framing in the General Render Settings), the curve effect still was pronounced even at a focal length of 135 I also remembered to scale the character down to 9% as well for at her full size, she appeared way too close to the camera.
Not sure what I am doing wrong.
At least the composited image turned out.
..thank you.
I worked with the settings you mentioned, but no matter what I did (using the "ISO Paper - Portrait" framing in the General Render Settings), the curve effect still was pronounced even at a focal length of 135 I also remembered to scale the character down to 9% as well for at her full size, she appeared way too close to the camera.
Not sure what I am doing wrong.
At least the composited image turned out.
You scaled the character down to 9% or the Dome down to 9%?
*confused*
...both.
jag11,
Thanks for the image. Now I know what it is suppose to look like. I will keep trying!
Still trying to wrap my head around the scaling issues.
Here is my latest attempt with the Pixar Campus. How you guys are getting such exacting details and my attempts come out fuzzy I don't know but I am pretty sure I am at fault.
;)
As you can see "Gen" is as frustrated as I am with it all...
I think I've finally dialed in this character's look to where I like it.
It's V5Belle, diffuse is 40 Contrast, 50% saturation, then I use Skin Overlay to add vascularity and increase THAT to opacity 40%. Displacement comes from Skin overlay to add vascularity and skin details, plus regular Belle bump map.
Huff huff.
(I've been working on this a lot because Luy is one of the main characters of my web comic, and I really want to get her look worked out.)
I might tweak it a little more in other lighting, we'll see.
...I basically cheated.
Changed the dome size to 80 to get the camera position and angle I wanted, turned off the character, Rendered just the setting. First took it into PSP to fix the "barrel" effect (curvature to the image) then opened it up in Gimp and used a sharpen script to add more definition. After that rendered the Merida character and will o' wisp separately with the Draw Dome setting turned off, opened all in Gimp and composited the scene together.
One question, which HDRI resolution are you using, the 4000 x 2000 or the 8000 x 4000 one?
Hello, Sailor...
...I basically cheated.
Changed the dome size to 80 to get the camera position and angle I wanted, turned off the character, Rendered just the setting. First took it into PSP to fix the "barrel" effect (curvature to the image) then opened it up in Gimp and used a sharpen script to add more definition. After that rendered the Merida character and will o' wisp separately with the Draw Dome setting turned off, opened all in Gimp and composited the scene together.
One question, which HDRI resolution are you using, the 4000 x 2000 or the 8000 x 4000 one?
8000 x 4000
I rendered both images separately but for the life of me can't get them to layer in Gimp...
It seems no matter what hair I use, I get the same results.All the renders you guys are putting out is awesome! while my hair is looking like a molded piece of plastic. :(
Which hairs did you tested on? or which ones you have in order to see if I also have them to make some testing...