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Subject: Cycles based SSS skin shader


DCArt ( ) posted Tue, 11 April 2023 at 1:56 PM · edited Tue, 11 April 2023 at 1:57 PM
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.



hborre ( ) posted Tue, 11 April 2023 at 2:02 PM

I hate to break it to you, but that skin is glowing like crazy in Firefly.


hborre ( ) posted Tue, 11 April 2023 at 2:03 PM
DCArt posted at 1:56 PM Tue, 11 April 2023 - #4461752
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.


DCArt ( ) posted Tue, 11 April 2023 at 2:05 PM
hborre posted at 2:03 PM Tue, 11 April 2023 - #4461755
DCArt posted at 1:56 PM Tue, 11 April 2023 - #4461752
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.
Yes but he's having problems with his FireFly render. 8-)



DCArt ( ) posted Tue, 11 April 2023 at 2:07 PM

OK I got confused. He said it didn't happen with the Physical Surface or Cycles root nodes. So I assumed the "clean" render was SuperFly.

That's what I get for not reading more closely.  




DCArt ( ) posted Tue, 11 April 2023 at 2:18 PM

Wolfie, shut Poser down and restart. See if it still happens.



hborre ( ) posted Tue, 11 April 2023 at 2:19 PM

If it still happens, it might be one of his maps has an incorrect setting.  Perhaps Gamma?


DCArt ( ) posted Tue, 11 April 2023 at 2:24 PM
hborre posted at 2:19 PM Tue, 11 April 2023 - #4461762

If it still happens, it might be one of his maps has an incorrect setting.  Perhaps Gamma?

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.



ghostship2 ( ) posted Tue, 11 April 2023 at 3:12 PM

Tattoos

MbbKUbiGV94sJN5SFc0c81cWqH9w2Zh0sMcgc8Md.jpgWaLsJNP2CyjU65SpmEMiX6ovFYxeAHHSh3oqQ8QU.jpg

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.

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Y-Phil ( ) posted Tue, 11 April 2023 at 3:22 PM
ghostship2 posted at 3:12 PM Tue, 11 April 2023 - #4461774

Tattoos


Thank you, once again

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ghostship2 ( ) posted Tue, 11 April 2023 at 3:36 PM

I just noticed the lines on my tattoo render like the lines RAMWorks was getting. Let me investigate

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DCArt ( ) posted Tue, 11 April 2023 at 3:45 PM

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. 



ghostship2 ( ) posted Tue, 11 April 2023 at 3:52 PM

I'll take a look at that

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Y-Phil ( ) posted Tue, 11 April 2023 at 3:55 PM

I'm using this also, and I don't see any lines



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DCArt ( ) posted Tue, 11 April 2023 at 3:58 PM

Right, logically there is no reason that would be the cause of the "geometric lines" type effect that is showing up. Very strange indeed.



Y-Phil ( ) posted Tue, 11 April 2023 at 3:59 PM

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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DCArt ( ) posted Tue, 11 April 2023 at 4:11 PM
Not sure what textures he's using there. Might be worth checking into that.



ghostship2 ( ) posted Tue, 11 April 2023 at 4:21 PM

the lines get harder to see when you subdivide the mesh. I have seen these lines before with the shader in mu store. The lines go away or get harder to see when you subdivide.

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Y-Phil ( ) posted Tue, 11 April 2023 at 4:31 PM

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:

MEUFikOSl4Ff3zwsRWACA4pciCvNUSnSToaXTlTR.png

and of course, it disappears if I set the subd to 1

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hborre ( ) posted Tue, 11 April 2023 at 4:55 PM

Uncheck the 'Use Custom Gamma' and see what the render reveals.


RAMWorks ( ) posted Tue, 11 April 2023 at 5:07 PM

DCArt posted at 1:56 PM Tue, 11 April 2023 - #4461752

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.
yes, set to 80's


hborre, the firefly settings are very much a WIP at this point, I'm aware!  ;-)

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RAMWorks ( ) posted Tue, 11 April 2023 at 5:08 PM
DCArt posted at 2:05 PM Tue, 11 April 2023 - #4461756
hborre posted at 2:03 PM Tue, 11 April 2023 - #4461755
DCArt posted at 1:56 PM Tue, 11 April 2023 - #4461752
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.
Yes but he's having problems with his FireFly render. 8-)
no 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!  

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RAMWorks ( ) posted Tue, 11 April 2023 at 5:11 PM
Y-Phil posted at 3:59 PM Tue, 11 April 2023 - #4461792

Could it be the result of a problem with the bump bitmap?
I mean: I wonder if they appear with another one

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.  

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hborre ( ) posted Tue, 11 April 2023 at 5:23 PM
DCArt posted at 3:45 PM Tue, 11 April 2023 - #4461786

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. 

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.


hborre ( ) posted Tue, 11 April 2023 at 5:37 PM
RAMWorks posted at 5:11 PM Tue, 11 April 2023 - #4461814
Y-Phil posted at 3:59 PM Tue, 11 April 2023 - #4461792

Could it be the result of a problem with the bump bitmap?
I mean: I wonder if they appear with another one

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.  
Look at your Bump Node and adjust your strength value to 1.  I still believe that a node-set is off somewhere.


ghostship2 ( ) posted Tue, 11 April 2023 at 5:45 PM

@hborre no change

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ghostship2 ( ) posted Tue, 11 April 2023 at 5:52 PM

@RAMWorks

Can you post up your shader again and double check to see if your figure is subdivided?

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RAMWorks ( ) posted Wed, 12 April 2023 at 9:30 AM

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?  :-(  

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ghostship2 ( ) posted Wed, 12 April 2023 at 10:01 AM

@RAMWorks Post up your P13 skin shader and I'll take a look at it and see what it's doing in P12

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RAMWorks ( ) posted Wed, 12 April 2023 at 10:38 AM

OK

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RAMWorks ( ) posted Wed, 12 April 2023 at 10:49 AM · edited Wed, 12 April 2023 at 10:49 AM

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

U0JTXf8srMUB5rmgOlFFcg5R5fByoneGDkaPZaiW.png

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ghostship2 ( ) posted Wed, 12 April 2023 at 11:18 AM
@RAMWorks first thing I see is that you have a grey map plugged into specular. Specular should be set to .5 and not messed with. plug that map into roughness. Also .35 roughness is pretty glossy, way more glossy than skin unless the dude is sweaty. Also there is a reason that I'm using the texture map plugged into the separate RGB then into roughness: because I want to exclude the eyebrows from the skin gloss.

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RAMWorks ( ) posted Wed, 12 April 2023 at 12:36 PM

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.... 

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ghostship2 ( ) posted Wed, 12 April 2023 at 1:27 PM

you are right. In 12 there were some unresolved node issues especially with regard to SSS. 

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RAMWorks ( ) posted Wed, 12 April 2023 at 1:34 PM

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!  

84iflDbPodZBTB15FPFwTssGVFjdxfmdg93YAouv.png

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RAMWorks ( ) posted Wed, 12 April 2023 at 1:35 PM

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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Y-Phil ( ) posted Wed, 12 April 2023 at 1:39 PM

RAMWorks posted at 1:35 PM Wed, 12 April 2023 - #4461924

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! 

So you've managed to reproduce the same effect as cameras with human eyes IRL? 4idD17cgvm1KVOtJtmd2gPQWYudczo13HIUFH4g0.gif

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ghostship2 ( ) posted Wed, 12 April 2023 at 1:41 PM

try this for P12

fuBhD6dZIwPaIb3M6xOj1Msc45cRiFsrSaMpf6Kp.jpg

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ghostship2 ( ) posted Wed, 12 April 2023 at 1:43 PM

Problems that I've already pointed out: Using SSS in the eye socket, Skin roughness was not rough enough meaning that your guy would look sweaty.

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ghostship2 ( ) posted Wed, 12 April 2023 at 1:49 PM

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.

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DCArt ( ) posted Wed, 12 April 2023 at 2:13 PM

LF and LH eye geometry is ... unique. Especially in regards to the pupil.

Here's a cap with the pupil geometry highlighted in Modo.

z9w8RBY7fC2wTqCh0vGUziF9m9zxS3EkrnWN5LgE.png



RAMWorks ( ) posted Wed, 12 April 2023 at 2:19 PM · edited Wed, 12 April 2023 at 2:19 PM

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?  r6dgMXyKFxpzO6quqdk6a3G7hXJZ4wj9mr0gNmai.pngcev5EG2SzzmzhOwZFLNeg7b25mlsaa3lERsMd2Jv.png

By the way, thank you so much for your help!  :-) 

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DCArt ( ) posted Wed, 12 April 2023 at 2:19 PM · edited Wed, 12 April 2023 at 2:19 PM

The Eye Surface geometry is shown on the left here (it covers the front half of the eyeball), and the Iris, Sclera, and Pupil geometry on the right.

am7o6jy4QEI8vmOTT8qEcYEvFja3awNY5gNksJwP.png



ghostship2 ( ) posted Wed, 12 April 2023 at 2:36 PM

this is what you use for that pupil.

MKon6XKjkKOI5WvniBZEedoCWKaX3V0GywbrDiQ2.jpg

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hborre ( ) posted Wed, 12 April 2023 at 2:40 PM
RAMWorks posted at 2:19 PM Wed, 12 April 2023 - #4461930

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?  r6dgMXyKFxpzO6quqdk6a3G7hXJZ4wj9mr0gNmai.pngcev5EG2SzzmzhOwZFLNeg7b25mlsaa3lERsMd2Jv.png

By the way, thank you so much for your help!  :-) 

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.


ghostship2 ( ) posted Wed, 12 April 2023 at 2:44 PM

@RAMWorks Looks to me like SSS in PBSDF ain't working too well in P12. That is why I suggested just using SSS. You could use a mix closure with one branch going to SSS and the other going to PBSDF which could handle the speculars.


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hborre ( ) posted Wed, 12 April 2023 at 2:50 PM

Wait a minute, is this connection intended?

q9ReOVJ2hrEFsOeOTU72AtIYH7F4W6fqAjw0yA6e.png

If this is what you have now, the bump mat is doing nothing in your Superfly render.  You need to update that render, it is still glowing.


DCArt ( ) posted Wed, 12 April 2023 at 2:52 PM

I think the BSSRDF connector in the SSS node has to connect to the Surface input of Cycles root too



DCArt ( ) posted Wed, 12 April 2023 at 2:54 PM · edited Wed, 12 April 2023 at 2:55 PM

hborre ... ah you have to be using Snagit. I can't live without it LOL

I think it and Poser are the only two programs I can claim using since release 1.



RAMWorks ( ) posted Wed, 12 April 2023 at 4:41 PM

What is this Snagit you speak of?  

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