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Subject: SimOne Merchant Resource Discussion


corinthianscori ( ) posted Mon, 20 February 2012 at 1:47 PM · edited Thu, 14 November 2024 at 4:57 AM

Content Advisory! This message contains nudity

This forum is available to all those interested in discussing SimOne Merchant Resource found here on Renderosity at the following address:
http://www.renderosity.com/mod/bcs/simone-merchant-resource/91217

Allow me first to thank you all for the success of this product. I'm thrilled that it has gained popularity for its usefulness and necessity to our community.

The Material Room can leave  a lot of questions unanswered when working with Poser. With the added feature of raytraced sub surface scattering Poser has a become even more versatile while demanding even more time and attention from vendors and hobbyists alike. Time is money for everyone; there's never enough time to learn everything regardless how much attention and care we devote to Poser. With that said, I'll front any inquiries or comments you have concerning SimOne Merchant Resource.

FAQs
Does this product work in Daz Studio? No, not at all.

What are those subdermal maps for? Those maps simulate the underlying veins and tissue of a human and - depending on your shader settings -  should only be visible in renders where intense light enters and exits the skin.

My own texture maps don't match the displacement and normal maps of SimOne Merchant Resource  - what should I do? Displacement maps can be painted on using white, black, and shades of gray; paint details out with 50% black, and paint details in with grayscale.  Normal maps can be altered in 3D applications like Zbrush and Deep Paint - otherwise, paint blue(the main color in the normal maps' background) over details your maps do not use. Also, SimOne Merchant Resource's normal maps do not have to be used in your own production; feel free to disconnect that node.

Why are the eye shaders numbered 1-7? ROYGBIV. 1=Red. 2=Orange. 3=Yellow. 4=Green. 5=Blue. 6=Indigo. 7=Violet. In order for your own eye maps to take on the same color system, its important that your initial eye color be [mainly] blue.

Does SimOne Merchant Resource work in other software applications? No, SimOne Merchant Resource is not designed to work in other applications, though the maps can be successfully utilized in other applications such as 3ds Max, Zbrush, Maya, Lightwave, and the like. Online searches for your choice-application crossed-refrenced with "SSS", "sub-dermal" and "normal map" may assist in getting things setup correctly.

Can I use this set for commercial work on Michael 5? No. Though the license allows works for Victoria 5 using Genesis, this does not conceed that SimOne Merchant Resource can be used for any other Genesis base morph/figure.

Can I make freebies with this set? No.

What are those "_mask" maps for? Glad you asked. Those maps are for those wanting to alter the specularity or color hues[of the map's affected area] without disturbing the default shader settings of SimOne Merchant Resource.


SpookieLilOne ( ) posted Wed, 22 February 2012 at 10:39 PM

Can a bump map such as the one attached.

(without the watermarking across it of course)

be used in place of the "blue" bump map?

 

*~*Jamie*~*


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SpookieLilOne ( ) posted Wed, 22 February 2012 at 10:40 PM

file_478801.jpg

Can a bump map such as the one attached.

(without the watermarking across it and much lareger in size of course)

be used in place of the "blue" bump map?

 

*~*Jamie*~*


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"Life is just a dream on the way to death." ~The Crow: City of Angels


corinthianscori ( ) posted Thu, 23 February 2012 at 1:55 AM · edited Thu, 23 February 2012 at 2:01 AM

file_478810.jpg

> Quote - Can a bump map such as the one attached. > > (without the watermarking across it and much lareger in size of course) > > be used in place of the "blue" bump map? > >  

:) I see what you're trying to do. Sadly, no, though; the technology behind a normal map(blue maps) and a bump map(grayscale) are different. Only normal maps can go into the Normal channel.

What you CAN do is blend your bump map to the procedural bump shader like this: (see image)
This effectively combines your own bump map with a shader-based bump map. It...may or may not work well. Render up close and with a .11 Minimum Shading Rate, in Firefly render engine, to check.


SpookieLilOne ( ) posted Thu, 23 February 2012 at 2:02 AM

Ok will try that

Thanks for the tip :)

*~*Jamie*~*


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SpookieLilOne ( ) posted Thu, 23 February 2012 at 2:06 AM

Oh almost forgot to ask are your display units set to inches or  poser native units?

*~*Jamie*~*


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corinthianscori ( ) posted Thu, 23 February 2012 at 3:33 AM

Quote - Oh almost forgot to ask are your display units set to inches or  poser native units?

inches:)


SpookieLilOne ( ) posted Thu, 23 February 2012 at 12:34 PM

thanks Cori, will try that setup and show you how it looks after I get done with school today!

*~*Jamie*~*


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SpookieLilOne ( ) posted Fri, 24 February 2012 at 12:19 AM · edited Fri, 24 February 2012 at 12:29 AM

Ok as promised here is the render of the setup you reccomended above.

I think it turned out really well.

I forgot until the SSS render was way into rendering that I should have used a single light to see skin best...

Both the "Normal Skin" and the SSS skin used same (with the exception of checking SSS for the one) render settings lights and pose...

http://www.4shared.com/photo/BB-vYFMR/SSS-Test2.html

Make sure when you get to the link and hover over render to choose on that says 1525x1300 and then view that fullsized :)

*~*Jamie*~*


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corinthianscori ( ) posted Fri, 24 February 2012 at 10:47 AM

Quote - Ok as promised here is the render of the setup you reccomended above.

I think it turned out really well.

I forgot until the SSS render was way into rendering that I should have used a single light to see skin best...

Both the "Normal Skin" and the SSS skin used same (with the exception of checking SSS for the one) render settings lights and pose...

http://www.4shared.com/photo/BB-vYFMR/SSS-Test2.html

Make sure when you get to the link and hover over render to choose on that says 1525x1300 and then view that fullsized :)

Looking good; the eyes especially. There's a seam in the center of the face:D Still working, eh? No biggie. I have seams I have to paint out of SimOne 2. Seams suck. If it weren't for them I'd be done with SimOne 2 already.


SpookieLilOne ( ) posted Fri, 24 February 2012 at 12:49 PM

Thanks.  Oh and the seam thing in the center of the face is just an artifact b/c I used lower render settings LOL :)

Can't wait to SimOne2 :)

*~*Jamie*~*


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SpookieLilOne ( ) posted Sat, 25 February 2012 at 12:35 AM · edited Sat, 25 February 2012 at 12:36 AM

file_478877.jpg

Ok I have hit a wall. (HARD)

For some reason when I swap out JUST the skin face map with no makeup to maps with makeup, not touching any of the other nodes, just changing out the "Image Map". Instead of it rendering the skin like it should with the makeup on the whole skin turns a textureless black...  The preview in both the mat room and the poser preview look correct but what renders it what I have attached.

Any ideas?

 

*~*Jamie*~*


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SpookieLilOne ( ) posted Sat, 25 February 2012 at 12:38 AM

file_478878.jpg

Here are screenshots of the previews...

 

*~*Jamie*~*


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"Life is just a dream on the way to death." ~The Crow: City of Angels


corinthianscori ( ) posted Sat, 25 February 2012 at 10:02 AM · edited Sat, 25 February 2012 at 10:15 AM

file_478884.jpg

> Quote - Ok I have hit a wall. (HARD) > > For some reason when I swap out JUST the skin face map with no makeup to maps with makeup, not touching any of the other nodes, just changing out the "Image Map". Instead of it rendering the skin like it should with the makeup on the whole skin turns a textureless black...  The preview in both the mat room and the poser preview look correct but what renders it what I have attached. > > Any ideas? > >  

Your makeup has to be placed on a white background for everything to work correctly with the way the shader is initially setup. Anything else will make the shader turn the skin black, I believe.

Here. This is a HORRIBLE makeup I made. Try to use this one and see if the skin renders correctly.


corinthianscori ( ) posted Sat, 25 February 2012 at 10:30 AM

file_478885.jpg

I'm using SSS Pro MU as the shader choice. I tried replacing the 'make up' option image of "v4_1_face.jpg" in both image slots with this new make up image, "s2v4_1_face_mu3.jpg".

I got this as a result(see attatched image). Sooo...I'm thinking, the problem with your earlier makeup choice is that the makeup was applied to the skin directly in the image editor, then Poser used the shader setup to apply that skin+makeup over the  skin texture(plugged into Diffuse-0) in the shader. Shader overkill, I guess:D

Try making your makeup again, but saving it against a white background. The input that new makeup into any image node using makup. That should fix it! If not give me  hollar! Or...however that's spelled! LOL


corinthianscori ( ) posted Sat, 25 February 2012 at 12:58 PM

file_478890.jpg

First shot of SimOne Merchant Resource 2. A lot less complex this time around as I'm (basically) only doing changes in color hues and specularity. And yet...I must go destroy the seams! Zbrush is not my friend:P


corinthianscori ( ) posted Sat, 25 February 2012 at 1:06 PM

Quote - Here are screenshots of the previews...

 

Oh. One more thing. Sometimes, Poser won't update image map changes in renders. When that happens its usually best to turn Poser off. Wait a few moments for your system to completely "let go" of Poser, then turn Poser back on. That has happened to me a couple of times. The new service pack(poser 9/2012) released today says it took care of this issue. shrug


SpookieLilOne ( ) posted Sat, 25 February 2012 at 2:09 PM

Ok will give that a shot this evening...

*~*Jamie*~*


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lunchlady ( ) posted Thu, 01 March 2012 at 9:43 PM

Hello :)

As far as the purple/blueish maps are made, can those just be color changed in Photoshop or such, or is there more to it than that?


lunchlady ( ) posted Thu, 01 March 2012 at 9:44 PM

And a side note...how can I change the name of a node...I have seen some character names for the bump or image map, as opposed to Image or Bump...just curious :)


corinthianscori ( ) posted Thu, 01 March 2012 at 9:48 PM

Quote - Hello :)

As far as the purple/blueish maps are made, can those just be color changed in Photoshop or such, or is there more to it than that?

Those are the normal maps. You'd have to have a 3D ap- uhm. Nevermind: Already answered this one:D hehe

My own texture maps don't match the displacement and normal maps of SimOne Merchant Resource  - what should I do? Displacement maps can be painted on using white, black, and shades of gray; paint details out with 50% black, and paint details in with grayscale.  Normal maps can be altered in 3D applications like Zbrush and Deep Paint - otherwise, paint blue(the main color in the normal maps' background) over details your maps do not use. Also, SimOne Merchant Resource's normal maps do not have to be used in your own production; feel free to disconnect that node.


corinthianscori ( ) posted Thu, 01 March 2012 at 9:59 PM

Quote - And a side note...how can I change the name of a node...I have seen some character names for the bump or image map, as opposed to Image or Bump...just curious :)

 

Well, what most people do to change the name of a node is save the material then open that material file in a simple text editor like Notepad. Just search for the exact name of the node you want to change, then rename it. No spaces though; use underscores "_" and no special characters. Then just resave the material file with the ".mc5" or ".mc6" on the end - whatever kind of file it happened to be.

That works but not always. Poser will sometimes rename nodes back to what they started out as. Also, there's lots of plugins like Shader Spider(not for use in Poser 9+) and Advanced Material Editor(over at runtimedna) that can change the name of nodes as well.


lunchlady ( ) posted Thu, 01 March 2012 at 9:59 PM

I see now, lol...just read that 10 minutes ago, lol

 

Quote - > Quote - SimOne Merchant Resource's normal maps do not have to be used in your own production; feel free to disconnect that node.

 

So does this mean your maps can be used? I do not have a 3d application other that Hexagon....not even sure how to use it beyond running wavefronts for morphs.....


lunchlady ( ) posted Thu, 01 March 2012 at 10:00 PM

Quote - Well, what most people do to change the name of a node is save the material then open that material file in a simple text editor like Notepad. Just search for the exact name of the node you want to change, then rename it. No spaces though; use underscores "_" and no special characters. Then just resave the material file with the ".mc5" or ".mc6" on the end - whatever kind of file it happened to be.

That works but not always. Poser will sometimes rename nodes back to what they started out as. Also, there's lots of plugins like Shader Spider(not for use in Poser 9+) and Advanced Material Editor(over at runtimedna) that can change the name of nodes as well.

 

That I can do :)


corinthianscori ( ) posted Thu, 01 March 2012 at 10:13 PM

Quote - I see now, lol...just read that 10 minutes ago, lol

 

Quote - > Quote - SimOne Merchant Resource's normal maps do not have to be used in your own production; feel free to disconnect that node.

 

So does this mean your maps can be used? I do not have a 3d application other that Hexagon....not even sure how to use it beyond running wavefronts for morphs.....

O..O  I...dont know that one! I have Hexagon 2.5 but I haven't installed it yet. I might thave to get back to you on that one! Someone at Daz in the Hexagon forums might know:) I've never used Hexagon so I really can't say.
Still, you can always use the displacement maps supplied in SimOne. They're in the textures folder, and those you CAN edit right away. For some people, they'll leave out the normal maps and just use the edited displacement maps.
Danae doesn't use normal or displacement maps that I've seen. She actually uses the main map as a bump map. It works for her and people seem to like it!

Let me know if you're interested in a shader-based bump map and I'll do some screen shots of how to set it up!


lunchlady ( ) posted Thu, 01 March 2012 at 10:22 PM

Phew...I was going to be very upset, lol...Good to know. I  do not have any of Danae's girls and the characters I do have with SSS use the normal maps.

Is the shader-based bump what you show above for Spookie? If not, I'd love to see :)

Thank you :)


corinthianscori ( ) posted Fri, 02 March 2012 at 8:43 AM

file_479060.jpg

> Quote - Phew...I was going to be very upset, lol...Good to know. I  do not have any of Danae's girls and the characters I do have with SSS use the normal maps. > > Is the shader-based bump what you show above for Spookie? If not, I'd love to see :) > > Thank you :)

Here's the general setup for making a texture map into a bump map. As you practice, you'll find other methods that work better for different scenrarios.

If - for instane - you plan on putting this bump map trick with the usual SimOne bump shader you would just use a Math node set to Add-1:1 with the bump trick plugged in to one input and the usual SimOne bump setup plugged into the other open slot in the Math node. Finally plug that Math node into the bump input and you're golden. Render, check your bump input amount and repeat till satisfied.

Note: The Color_Math node. That color I choose for the top best represented SimOne's base color. You'll need to alter that color based on your own project.


lunchlady ( ) posted Fri, 02 March 2012 at 9:53 AM

Thank you for this!! :)


Divakatt ( ) posted Sat, 10 March 2012 at 4:55 PM · edited Sat, 10 March 2012 at 4:58 PM

Hey Spookie ...

Hey LunchLady ...

Hey Corinthian ...

 

I am loving this set so far ... my fae looks way better now, and hopefully it will help get her accepted into my little store here ... but I got a few questions since you didn't have al ot of info with the product.

 

Which nodes are ok to mess around with? Like colours and settings ... and your make-up setting are for the Pro .... but what if I am using the basic mode? I understand about things being on whilte, thats easy enuff to do ... but what is the set up in that mode? Do I need to use the basic SSS for things like eyes, nails, and full body art as well as lips and make-ups? What about a skin effect like sparkles? Any different set-up for lashes?

 

Sorry for all the questions .... but I want to get the full effect with this, without killing a customer base with killer long render times LOL

 

 

Katt


corinthianscori ( ) posted Sun, 11 March 2012 at 12:25 AM

Quote - Hey Spookie ...

Hey LunchLady ...

Hey Corinthian ...

 

I am loving this set so far ... my fae looks way better now, and hopefully it will help get her accepted into my little store here ... but I got a few questions since you didn't have al ot of info with the product.

 

Which nodes are ok to mess around with? Like colours and settings ... and your make-up setting are for the Pro .... but what if I am using the basic mode? I understand about things being on whilte, thats easy enuff to do ... but what is the set up in that mode? Do I need to use the basic SSS for things like eyes, nails, and full body art as well as lips and make-ups? What about a skin effect like sparkles? Any different set-up for lashes?

 

Sorry for all the questions .... but I want to get the full effect with this, without killing a customer base with killer long render times LOL

 

 

Katt

I'm all over these questions! Just...wait for me to get to Poser and I'll post the actual with-image replies. SORRY! I just wanted you to know I'll be responding soon is all.

But...the quick answer is this: only the skin needs SSS. Nails have SSS without paint on them, but if you use Red Rage nail polish...you won't need to have SSS on those nails because light can't penetrate that coat of paint. Lashes don't get SSS because ..well, just don't do it:P Poser can't handle SSS on transmapped hair/lashes:)

Oh, and you can mess with any of the nodes, in any of the shaders, as you see fit. As long as you're selling what you're making feel free to alter the wha'zoo out of everything or keep the nodes  the same if like - just be sure to alter the supplied maps no matter what. And...follow the license as usual, of course! Rosity would kill me if I don't say that! lol

Sprakle'skin? Are you trying to make Edward from Twilight? I bet you are! And yes it is do'able. I'll go over it just as soon as I get to Poser and can pump out some screen shots.


Divakatt ( ) posted Sun, 11 March 2012 at 9:10 AM

A sparkly vamp? Gods no .... LOL

 

 

Its for my fae ....

 

http://www.renderosity.com/mod/gallery/index.php?image_id=2308609

 

http://www.renderosity.com/mod/gallery/index.php?image_id=2308556

 

She has many options, and I want to be able to offer both SSS and nonn-SSS versions ....

 

 


Divakatt ( ) posted Sun, 11 March 2012 at 5:25 PM

HHmmmmm ....

 

 

Did I scare him away?


Divakatt ( ) posted Sun, 11 March 2012 at 5:59 PM · edited Sun, 11 March 2012 at 6:01 PM

OK ...

 

While you are working on those questions .... I have 3 new ones now ...

 

You said nails do not need SSS set-up ... but your basic one does use SSS ... so that's a bit confusing ...

 

As well, you have specular or displacement maps ... not sure exactly which ... are those just used for the Elite and Pro? Or are they useful on the Basic set up somehow as well?

 

And are the blue-tinted maps just a paint or colourize of the base jpgs? I was thinking of either darkening or lightening these ... but wanted  to check on how exactly those are done before I edit or make new ones ... I don't want to break anything too soon ... LOL

 

Ok .. going back to messing around ... and waiting on screen-shots and stuff ...

 


corinthianscori ( ) posted Sun, 11 March 2012 at 6:00 PM

Quote - HHmmmmm ....

 

 

Did I scare him away?

Nope! Working on it now, actually! Give me...about an hour. Just got in:P


corinthianscori ( ) posted Sun, 11 March 2012 at 7:05 PM · edited Sun, 11 March 2012 at 7:06 PM

file_479357.jpg

Okay, let's tackle the shimmer-skin first.

This is one way to make shimm - er...glittery skin. This is the simple way to set up glitter so it reacts to its enviornment correctly with reflection and shadow/light.

In my next post I'll demo how to make this setup work with SimOne.


corinthianscori ( ) posted Sun, 11 March 2012 at 8:16 PM

file_479362.jpg

Here's the setup for glittery skin on SSS Pro shader. Actually, its the same as earlier except I plugged the Blinn into Highlight_Size.

As you can see, my version sucks. You'll want to fool around with the size of the sparkles in the Noise node.  Highlight_Size channel is controling how large the highlight size is - yeah, your probably knew that, but this time its also controling how large an area the glitter spreads. Also, you can use an actual texture map for the glitter if you don't mind making one.

And now to go over the questions you asked! One more post to make!


Divakatt ( ) posted Sun, 11 March 2012 at 8:28 PM

Does it matter with the screen shot that I am not using PRO .... am using the BASIC one ...


corinthianscori ( ) posted Sun, 11 March 2012 at 9:53 PM

file_479368.jpg

> Quote - Hey Spookie ... > > Hey LunchLady ... > > Hey Corinthian ... > >   > > I am loving this set so far ... my fae looks way better now, and hopefully it will help get her accepted into my little store here ... but I got a few questions since you didn't have al ot of info with the product. > > **I saw the fae in the gallery; she looks great! The SSS really makes your creation sing!** > >   > > Which nodes are ok to mess around with? > **all of them:P Have a blast. Tinker, alter, add or subtract at will.** > Like colours and settings ... and your make-up setting are for the Pro .... but what if I am using the basic mode? > **The makeup I used in Pro is really a two-color image with shades of red ranging 100% to 2%. I used Poser's math nodes to convert that same image into grayscale, invert that...and then used a Blender or Math(Multiply/Add) to combine the makeup map with the bump shader. Same Blender trick used to combine the makeup with the specular bricks so the skin stayed smooth and soft and the makeup looked dry and cracked.** > > > > I understand about things being on whilte, thats easy enuff to do***thumbs up!*** ... but what is the set up in that mode? > **I've attatched an image for the basic setup of makeup. Most people use a PNG image though; that type of image can handle transparency, eliminating the white background all-together.** > > Do I need to use the basic SSS for things like eyes, nails, and full body art as well as lips and make-ups? What about a skin effect like sparkles? Any different set-up for lashes? **(I think I covered this one a few posts down) But, basically, only flesh gets SSS when it comes to humans. Hair doesn't count as flesh this time. Unpainted fingernails do have SSS occuring in real-life, but the darker/thicker the paint applied to them the less light comes through(eliminating the need for SSS calculations at render time.) Imagine being in a car with the windows up. Light goes through clear glass just fine. Now imagine someone painted the glass with honey(like nail gloss). Less light comes in but you can still see shapes outside the window - SSS still occurs. Now, imagine the windows are painted with black house paint(black nail polish). No light gets into the car; there's no need to bother using SSS at this point since light is not penetrating the paint. No light, no SSS.** > > **One last note: if you dont expect your customers to need SSS, its fine to remove it. I mean, how often do you see renders with V4 smiling AND her teeth are showing? Most of the time, no one needs SSS on the gums or teeth because most people keep V4's mouth closed...not to mention the SSS renders "blue mouth" if her mouth stays closed and her teeth/gums are still marked Visible in the render.** > >   > > Sorry for all the questions .... but I want to get the full effect with this, without killing a customer base with killer long render times LOL > >   > >   > > Katt


corinthianscori ( ) posted Sun, 11 March 2012 at 10:07 PM

file_479370.jpg

> Quote - Does it matter with the screen shot that I am not using PRO .... am using the BASIC one ...

Same setup regardless. Glitter works on anything with the same basic setup. You can use a Blender node to combine two sets of nodes if you run into a snag where two things need to go into the same Channel. Thats the same trick I used to combine makeup texture with a face texture. You can also use a Color_Math node set to Multiply or Add to combine to sets of nodes -  it all depends on your goals.

For your own work - especially if you're not doing some other-wordly makeup shader - you can stick to a Color_Math node to combine two images. See attatched image.


Divakatt ( ) posted Sun, 11 March 2012 at 10:11 PM

Quote -
I saw the fae in the gallery; she looks great! The SSS really makes your creation sing!

**
**

Thanks! I am hoping to get all of this stuff figured out with her as my testing ... then gonna use some of this for my other creations ... glad you like what i have tried so far ... **
**

 

Quote - The makeup I used in Pro is really a two-color image with shades of red ranging 100% to 2%. I used Poser's math nodes to convert that same image into grayscale, invert that...and then used a Blender or Math(Multiply/Add) to combine the makeup map with the bump shader. Same Blender trick used to combine the makeup with the specular bricks so the skin stayed smooth and soft and the makeup looked dry and cracked.

 

The cracked idea will be an interesting idea for a different project. But what if I need makeup to be blended and more smooth ... more like how real makeup sits on the skin?

Quote -

I've attatched an image for the basic setup of makeup. Most people use a PNG image though; that type of image can handle transparency, eliminating the white background all-together.

So I can do them on transparent backgrounds vs a white one? That will work as well? Or will it make a difference I should know about? I guess a jpg is a smaller file size ... hhhmmmm

Quote -
One last note: if you dont expect your customers to need SSS, its fine to remove it. I mean, how often do you see renders with V4 smiling AND her teeth are showing? Most of the time, no one needs SSS on the gums or teeth because most people keep V4's mouth closed...not to mention the SSS renders "blue mouth" if her mouth stays closed and her teeth/gums are still marked Visible in the render.

 

 

So should I remove the extra SSS from mouth etc and eyes as well? I noted a bit of that blue there too ... and if I can ask a royal dumb question, which nodes is it exactly that create the SSS so I can detatch the right ones and not the ones I should keep .. LOL

 

 

Don't forget my other questions .... LOL


Divakatt ( ) posted Sun, 11 March 2012 at 10:27 PM · edited Sun, 11 March 2012 at 10:28 PM

OK ... here are my results on the sparkles so far .... is close but not quite right ... hopefully I can bug ya more to get an idea what I need to edit ...

 

Pic 1 - advanced material room ... torso zone ....

 

Pic 2 - render from that set up ....

 

Pic 3 - the effect if have set up now for non SSS sparkles ... which is more the look I am going for ....


corinthianscori ( ) posted Sun, 11 March 2012 at 10:50 PM

Quote - OK ...

 

While you are working on those questions .... I have 3 new ones now ...

 

You said nails do not need SSS set-up ... but your basic one does use SSS ... so that's a bit confusing ...Yup. Fingernails without paint get SSS. Fingernails with paint that block light from passing through the nail don't get SSS.

 

As well, you have specular or displacement maps ... not sure exactly which ... are those just used for the Elite and Pro? Or are they useful on the Basic set up somehow as well? You're free to use the specular and displacement maps in your work as long as you alter them(usually adding or removing moles, creases, wrinkles, and such). See the first post on pointers of how to work with those displacement maps. As for the specular mask maps...sharpen/blur or otherwise alter them a bit as well. The ones I supplied are larger than needed, but I didn't want to reduce the initial quality as lower resolution maps give a slightly less pretty render. As for the displacement maps: if you need a screen shot of how to setup a displacement map just let me know!

 

And are the blue-tinted maps just a paint or colourize of the base jpgs? I was thinking of either darkening or lightening these ... but wanted  to check on how exactly those are done before I edit or make new ones ... I don't want to break anything too soon ... LOL NooOOOOooooOOOOooslow mo' dive Don't darken or lighten the blue maps! Those are your normal maps[Smurf maps?!] and they work best with displacement maps to add TONS of high resolution detail to low resolution meshes. You'll want to see my first post about how to work with them, as well.**
You should 'google' the word 'normal map' with 'low resolution' to see some good examples of how normal maps work so you'll better understand how to use them. Or not use them, if you don't want them.

 

Ok .. going back to messing around ... and waiting on screen-shots and stuff ...

 


corinthianscori ( ) posted Sun, 11 March 2012 at 11:53 PM

Quote - desired effect .....

Cool! So THATS what that looks like when its done right! LOL
I really like it! It's so shiney!

I really like both! BOTH! Sorry, I'm no help here. Kid in a candy store!


Divakatt ( ) posted Mon, 12 March 2012 at 12:02 AM

But the desired efftect is NOT with SSS ....

 

 

... kids .... can't get their help these days .. all they want is candy .... LOL


corinthianscori ( ) posted Mon, 12 March 2012 at 9:38 AM

Quote - Dumb pics ....

based on the Material Room screen shot, your Specular_Value channel is turned "off". Try making it a "0.5" and see what happens.

I got some candy! My friend brought Snickers! SWEET!

SO...I think if you make the Softness in the Reflect node a "0", you'll get nicer results. Also, if you don't want the SSS, you can just plug the flesh map straight into Alternate_Diffue. Then again, I may have misunderstood:P


Divakatt ( ) posted Mon, 12 March 2012 at 11:06 PM

What I am trying to get is the same effect with the SSS set-up as I already have with the non-SSS set-up.

 

I need to be able to offer the same effects and options for SSS as I have for the non-SSS currently.

 

I hope that makes more sense ....


Divakatt ( ) posted Tue, 13 March 2012 at 12:34 AM

... and what exactly does the node labelled "ks_microfacet" control?


corinthianscori ( ) posted Tue, 13 March 2012 at 4:44 PM

Quote - What I am trying to get is the same effect with the SSS set-up as I already have with the non-SSS set-up.

 

I need to be able to offer the same effects and options for SSS as I have for the non-SSS currently.

 

I hope that makes more sense ....

The ks_microfacet node is really for fine details in hair and paper - but...its great to use for skin when there's a normal map and displacement map that have a lot of fine detail like SimOne uses.

I'll see what I can come up with about the SSS and non-SSS gliter thing:D Shouldn't be too difficult!


corinthianscori ( ) posted Tue, 13 March 2012 at 8:50 PM

Looks like your Reflectivity is too high on your Blinn. Its currently at "3". Try reducing this number to something like "0.7" and see how subtle the glitter is then.  If you want it subtle.

Sorry its taking me forever. I'm waiting for a huge render to finish. Canceling out and going to unload SimOne 2 for SimOne. I'll combine what you have done with SimOne - you said you were using Basic, right? - and show the results to you.


Divakatt ( ) posted Tue, 13 March 2012 at 9:23 PM · edited Tue, 13 March 2012 at 9:35 PM

I am also haing an issue with sparkle color showing the color .... this is supposed to be a soft blue, but it shows more white ....

 

Ideas?

 

I am hoping this constant pestering from me is at least a bit helpful for you .... LOL

 

 

 

EDIT: might have fixed the colour thing ... rendering now ...


corinthianscori ( ) posted Tue, 13 March 2012 at 9:30 PM · edited Tue, 13 March 2012 at 9:31 PM

file_479465.jpg

Here's the initial setup post. I made a few slight changes. Mainly where the Blinn was plugged in. Now, I'll go through and try to make this shine. expect another post soon.

Oh. Im only using one white, infinite light in my scene.


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