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(Last Updated: 2025 Jan 31 3:19 pm)
DCArt posted at 1:56 PM Tue, 11 April 2023 - #4461752Yes but he's having problems with his FireFly render. 8-)If you select L'Homme's BODY actor and look at Properties, what is the crease angle set at? IT defaults to 80 I believe.But Superfly rendering ignores crease angle settings.
That's a possibility, I've mentioned that he check that a couple times. But I don't think I've ever seen that happen before, even when the spec and bump were not changed to 1.If it still happens, it might be one of his maps has an incorrect setting. Perhaps Gamma?
Tattoos
This is a simple black tattoo on a single layer.
1 Is your tattoo map.
2 is your gamma node for setting your gamma correction on the tattoo so it will function as a mask. We are doing that here instead of on the image map so we can also use the image map for color.
3 is a brightness/contrast node to de-saturate the tattoo. tattoos are UNDER the skin, not painted on top of the skin so their colors are not full and saturated.
4 The mix node mixes the skin map with the tattoo map using the tattoo map itself as a mask
Color tattoos would probably need two maps, one for the color and one for a mask that was just black and white.
Also I used a grey scale image for the tattoo so there ends up being a white border around the tattoo. Probably need to use a high res 1 bit image for this instead.
W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740
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Could it be the result of a problem with the bump bitmap?
I mean: I wonder if they appear with another one
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that's weird... the only difference I can see is the limit of the shadow, when there's no subd such as in this pic:
and of course, it disappears if I set the subd to 1
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hborre posted at 2:03 PM Tue, 11 April 2023 - #4461755no honey, that I am having an issue with the Superfly Cycles set up all of a sudden showing the geometry lines. This is not happening in Firefly, WIP or not!DCArt posted at 1:56 PM Tue, 11 April 2023 - #4461752Yes but he's having problems with his FireFly render. 8-)If you select L'Homme's BODY actor and look at Properties, what is the crease angle set at? IT defaults to 80 I believe.But Superfly rendering ignores crease angle settings.
---Wolff On The Prowl---
No, the maps are fine, I would have caught that error if I was rendering with the Physical Node setup. This seems to be Cycles but I just can't figure it out. With no viewport feedback it's hard to fine tune and see things until I do a test render.Could it be the result of a problem with the bump bitmap?
I mean: I wonder if they appear with another one
---Wolff On The Prowl---
When I was playing with that node when SSS was first released with the PrincipledBsdf, I would plug it into the Subsurface color. But I didn't deem it relevant because the resultant map through that node is a grayscale image based on the red channel. Now, if you plug a CombineRGB node into the Subsurface Color channel, you would be connecting an actual color map based on the Red channel.I'm still not convinced that that "Redfilter" node plugged into the Subsurface input is the right way to go.Yet, I can't see how that would produce geometric grid lines on a render.
Y-Phil posted at 3:59 PM Tue, 11 April 2023 - #4461792Look at your Bump Node and adjust your strength value to 1. I still believe that a node-set is off somewhere.No, the maps are fine, I would have caught that error if I was rendering with the Physical Node setup. This seems to be Cycles but I just can't figure it out. With no viewport feedback it's hard to fine tune and see things until I do a test render.Could it be the result of a problem with the bump bitmap?
I mean: I wonder if they appear with another one
So I wasn't thinking, again I was tired from lack of sleep. These test renders were all done in Poser 12, in Poser 13 the striations are not there. So does this mean that Cycles in Poser 12 is a bust? If so I guess I need to set up THREE skin setups. A basic Firefly using the Poser Root Node and then a Physical Root Node set up for Poser 12 and then Cycles for Poser 13? :-(
---Wolff On The Prowl---
Here is the head setup. The internal maps, bump and spec, are set to 1.0 gamma SS Radius: 0.367000, 0.137000, 0.068000
---Wolff On The Prowl---
W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740
OK. I'll try those improvements. I don't know if that's going to erase the issue with the geometry lines in Poser 12 though! Can you test on your machine using my settings to see if you get that in Poser 12? Not 13, it goes away in 13. I think during testing for Poser 12 there were some unresolved issues in the material room iirc....
---Wolff On The Prowl---
I brought in the RGB Separate node, hooked the updated Spec map with the added brows and created a Bump map with those too (again, this is all a WIP right now, still creating maps as I go along) and well I ended up with a very glossy finished render of the face so not sure how to tone that down! I've tried this with the Diffuse map and Bump map hooked into the RGB node that's connected to the Roughness input and it's the same result!
---Wolff On The Prowl---
Also getting this red dot in the center of the eyes, not sure where that's coming from. There are NO colors assigned to the lights. The eye maps are all fine. There is nothing in the scene either, just L'Homme so that's another mystery I'm trying to figure out!
---Wolff On The Prowl---
RAMWorks posted at 1:35 PM Wed, 12 April 2023 - #4461924
So you've managed to reproduce the same effect as cameras with human eyes IRL?Also getting this red dot in the center of the eyes, not sure where that's coming from. There are NO colors assigned to the lights. The eye maps are all fine. There is nothing in the scene either, just L'Homme so that's another mystery I'm trying to figure out!
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I think lahome/lafem's eyes are not spherical and are open at the back. If the eye socket is using SSS and glowing then you'll see that through the pupils cause I don't think they modeled pupils either OR you have some sort of transparent material on the pupils.
W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740
So your set up doesn't have the Principled Bsdf node but instead the Subsurface one so is that the way to go for human skin? Keep it simple? My render turned out allot better but now the skin looks a little flat and there is no input for the specular map so I guess that's not needed?
By the way, thank you so much for your help! :-)
---Wolff On The Prowl---
The PrincipledBsdf node was added later to P12 shortly after Blender introduced it into its software. It is not absolutely needed. But where the Cycle node is concerned, you need to build up the shader until you get what you want to render—trial and error. The PrincipledBsdf is an incorporation of all those nodes into one.So your set up doesn't have the Principled Bsdf node but instead the Subsurface one so is that the way to go for human skin? Keep it simple? My render turned out allot better but now the skin looks a little flat and there is no input for the specular map so I guess that's not needed?
By the way, thank you so much for your help! :-)
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