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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)



Subject: Brutal Skin Shader Feedback required!


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templargfx ( ) posted Fri, 18 April 2014 at 6:17 AM · edited Fri, 18 April 2014 at 6:18 AM

file_503615.jpg

Here is the latest "finish" shader.  I adjusted the specular, the spread seems good, but it needs toning down a bit.

 

There is something odd going on with the ear

 

I had another crack at the eyes and the teeth, eyes are better but still a ways off

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


pumeco ( ) posted Fri, 18 April 2014 at 7:20 AM · edited Fri, 18 April 2014 at 7:25 AM

Does look good, but I agree on the Specualr needing toning down a bit.  You know you've got what you can out of using Bump to control the appearance of Specualr when adjusting it either way won't improve things any further.  That's when you go back to the Specular and play with that while your Bump is how you like it.

Right now it's gone from looking waxy to oily, and that in itself suggests you're doing something right because with wax, it's more an internal effect, but with oil, it's more an external effect.  Now you have the SSS controling what it should, and the bump controling what it should.

  • SSS for controling internal scattering and waxiness.
  • Bump and/or Displacement for controlling external Specular and oiliness.

I'm fascinated about the Microfacet thing though, so I'm trying to get my head around that now.  As Bill pointed out, Poser doesn't handle that ultra-fine grade of displacement (frosted galss displacement for example), and if Microfacet turns out to be the solution to that limitation, well, that would be awesome.

It would open up another technique that allows you to basically do what you're doing here, but to use Microfacet as an overall effect and to mix it into displacement so that the Microfacet side of things is used for microscopic detail while the displacement map is used to give texture to the Specular.

That's assuming I'm understanding Microfacet properly, (and I'm probably not).

But to be quick and dirty about it, yup, I'd reduce the Specualr Intensity on that last image and I think it would improve it surprisingly well.  You have two things in play now, so making slight adjustments to one aspect might surprise you more than you expected.


Miss Nancy ( ) posted Fri, 18 April 2014 at 12:15 PM · edited Fri, 18 April 2014 at 12:17 PM

templar, maybe the ear should show more scatter, look reddish-translucent.

p.s. there are still black splotches on bill's pawns, but at least they gave us a "no IC" switch in hopes of killing those.  it may take time, but still faster than luxrender AFAICT.



templargfx ( ) posted Mon, 21 April 2014 at 4:45 AM

file_503688.jpg

I decided to give the eye a wack, starting from scratch. I need the reflections to finish it off, but it looks heaps better

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


pumeco ( ) posted Mon, 21 April 2014 at 3:10 PM

I think the eye itself looks great but the water along the bottom looks a bit too much.  I keep seeing that on a lot of renders, I think they modeled it a bit too prominent.  I've seen some looking like they have a streak of glue running along the bottom.

Cool that it's there, but it's far too rounded I reckon, needs to be more sharper and pulled into the crack between the eye and the lid.  I think it would look more like you have here if a person had just been crying - or chopping onions ;-)

Great skin detail though, and like I said, I like the eye itself.

BTW, I don't know if anyone else is experiencing it, but I'm not getting notifications for some of the threads I've posted in, including this one!


mr_phoenyxx ( ) posted Tue, 22 April 2014 at 5:30 PM

Quote - Alternative to the point light setup is this glow box setup.

Now keep in mind that Specular, Blinn, ks_microfacet, anisotropic - all of these react to the point light and NOTHING else.

Meanwhile the Reflect node reacts to the glow box and all the other props lit by that box.

Probably a stupid question, but how did you make that light box or glow box please?


bagginsbill ( ) posted Tue, 22 April 2014 at 5:44 PM · edited Tue, 22 April 2014 at 5:45 PM

Because, as an example, real ceiling lights are rectangular or round boxes, not infinitesimally small points. The reflections from such lights are not rendered correctly when modeled as points.

Lights with a non-zero area (in some renderers these are called area lights) do not exist in Poser. But glowing props of any shape and size do exist, and I prefer to use them over point or spot lights.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


pumeco ( ) posted Tue, 22 April 2014 at 6:20 PM

Methinks Mr Baggins forgot his glasses today!
He asked how, not why :biggrin:


Miss Nancy ( ) posted Tue, 22 April 2014 at 6:54 PM · edited Tue, 22 April 2014 at 6:55 PM

templar, here's bill's eye reflexion shader:

in nata thread, he showed how to do human shaders.



bagginsbill ( ) posted Tue, 22 April 2014 at 7:30 PM

Quote -
Methinks Mr Baggins forgot his glasses today!
He asked how, not why :biggrin:

Ha - OMG - you're actually right. I read the question with my glasses off.

So sorry.

OK the answer is - I scaled a Poser box and I set Ambient_Color to white, Ambient_Value was high but I don't remember what. Could be 4 or 8?


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


templargfx ( ) posted Tue, 22 April 2014 at 10:21 PM

Hey Everyone,

 

Here is what im at now. Eyes are still too red on the sides but they are getting better.  The skin is looking great!

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


templargfx ( ) posted Tue, 22 April 2014 at 10:21 PM

file_503734.jpg

Hey Everyone,

 

Here is what im at now. Eyes are still too red on the sides but they are getting better.  The skin is looking great!

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


pumeco ( ) posted Wed, 23 April 2014 at 4:25 AM

**
@Baggins**
I surprise myself sometimes, it's only because I ate my greens today or I woudn't have noticed :woot:

@Templar
That looks really good, the specular that can be seen on the cheeks looks absolutely spot-on to me, in fact I just compared it to the back of my hand and it could be a clone it's so good.

But why so dark, and what's with the ear, is that just down to light angle?


templargfx ( ) posted Wed, 23 April 2014 at 4:47 AM · edited Wed, 23 April 2014 at 4:49 AM

Attached Link: "The Dark Side" Gallery Image

file_503739.jpg

Here is a close-up of the specular around the nose. We are so close the texture map is not high enough res!

 

I was just trying out different lighting. This is a spot light with a close fall-off and no env. lighting.
I am unsure what is going on with the ear, to ensure its not a texture map issue, Im going to try my shader on a different texture set. 

Linked is my gallery image under even darker lighting 

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


mr_phoenyxx ( ) posted Wed, 23 April 2014 at 12:42 PM

Quote - > Quote -

Methinks Mr Baggins forgot his glasses today!
He asked how, not why :biggrin:

Ha - OMG - you're actually right. I read the question with my glasses off.

So sorry.

OK the answer is - I scaled a Poser box and I set Ambient_Color to white, Ambient_Value was high but I don't remember what. Could be 4 or 8?

That's ok. We all do it sometimes. :P

I suspected it was just a box with high ambient, but I wanted to confirm. Maybe this means I'm actually learning something. :O

Thanks!!


Anthanasius ( ) posted Sun, 21 December 2014 at 7:09 AM · edited Sun, 21 December 2014 at 7:11 AM

 Hi !

 

For anwer to BagginsBill about the blinn/microfacet/etc and reflecive specularity, for all my renders i never use specular node when i use reflect node.

 

Notice the render, i use the ennis hdr on envsphere and one point light to simulate the larger window. 

 

file_bd686fd640be98efaae0091fa301e613.pnI take a mistake, only the lips have speculare and reflect node :D

 

 

Génération mobiles Le Forum / Le Site

 


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