Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 15 9:11 am)
I tried a Cycles version. it is better, but there is something about the texture itself that I don't like. I totally get this is a base though but am concerned if this is a merchant resource--what will the derivatives form it look like?
I'm curious how yours will look like.
And I checked, the Dawn 2.0 page says she is compatible with Poser 11.2 and higher. I'm still trying to fit Dawn 1 clothes on her without them blowing up, too, but she takes dynamic clothes beautifully and poses well. I just personally think she wasn't quite ready and am a bit disappointed.
The Superfly render features Dawn 2, with the left side utilizing Cycles and the Principled BSDF nodes, and the right side employing the base skin shader. All the scene lights have been disabled, and an HDR image is placed behind the construct.
The notable distinction between the two is the presence of the Fresnel effect on the left Dawn.
Content Advisory! This message contains nudity
The Superfly render features Dawn 2, with the left side utilizing Cycles and the Principled BSDF nodes, and the right side employing the base skin shader. All the scene lights have been disabled, and an HDR image is placed behind the construct.
The notable distinction between the two is the presence of the Fresnel effect on the left Dawn.
Here you go; it's ghostship2's Cycles shader for P13 published on the P13 forums here (I think it's stickied somewhere). I'm still trying to find the Subsurface Radius values that eliminate the faint blue undertones/ glow, but the subsequent updates to the software keep messing with the values, plus the Dawn2 skin gives me odd hues (so I probably need to play with the HSV values there too).
Current SSR values I use are 0.1, 0.1 and 0.1--a lot less than what I have for V4 skins.
(Redfilter node is a Separate RGB Cycles node. Bump2Normal is a Cycles Bump node.) SSS method is Random_walk_fixed.
Super curious about what hborre came up with!
This skin shader was assembled last night, utilizing the original maps that came with Dawn 2. Cycle nodes were exclusively used throughout to normalize the shader. The Subsurface radius values are displayed adjacent to their respective channels. The Subsurface Color derives from the chart previously posted, although it may be modified. Typically, I don't assign a color to that chip. This shader is a simplified version.
Note: The PrincipledBSDF node is a compound node tailored specifically for the Skin Shader. I utilized normal maps for the bump effects, which are connected to the Normal and Clearcoat Normal inputs. Clearcoat is incorporated into the shader. The Invert Node, a Cycles node, has replaced the Math node from the original shader. It governs the Roughness or the reflectivity of the skin texture. This adjustment is crucial because the original Specular map is excessively dark. Should you choose to use the Cycles image texture nodes, ensure the Extension is set to 'periodic'. Failing to do so, and selecting any other option in the Extension setting for the Eyewhite textures along with Cornea transparency, will result in black eyes.
@Rhia: The issue with Subsurface Scattering arises from the Redfilter node linked to your 'Surface'. Each RGB channel outputs a grayscale map derived from the original texture map. The intensity of the output varies with the selected RGB channel; the Red channel outputs a brighter map, while the Blue channel yields a darker one. The illustration below demonstrates this.
Connecting the Redfilter output to the Subsurface channel alters its value range from 0 to 1, according to the grayscale map. This results in excessively high values that can overwhelm your Scatter. To address this, disconnect the Redfilter node and lower the Subsurface value to an initial setting of 0.01. Then, adjust the Subsurface radius values to achieve a more varied scatter tint, as the current values may not provide the desired variability.
Since one hasn't been posted yet, here she is rendered in Daz Studio using Iray. No changes to surfaces, using 65% transparency for the skin, and using a HDRI for lighting.
The skin is a major improvement over Dawn SE, which rendered too red and waxy for my taste. I'm not a fan of the hair, looks like something made for V4.
I'm realizing I really don't have any content for her or her previous version, but found I have clones(!) for the SE which may help.
Those look good. I haven't gotten to the point of even posing her yet. lolDon't mind me while I experiment with outfits for the new girl, mostly raided from LF2's closet.
Now back to your regularly scheduled shader-talk...
W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740
I don't remember the process of how to post up a free item here. I'll have to look.
Simple enough - there's a button in the Freestuff menu ;)
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Feel free to call me Ohki!
Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.
Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.
hborre posted at 11:33 PM Mon, 23 September 2024 - #4489668
That is to give more options for iris color without having to create a new map in Photoshop. One HSV is before the color chip and one is after. They work differently depending on where you place them in the chain.I got a quick opportunity to look at the shaders and liked what I saw. Great job.
Could you explain why you have 2 HSV nodes in a single chain for the Iris and pupil?
W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740
That is what I thought. It does give interesting results and variability. Thanks again.hborre posted at 11:33 PM Mon, 23 September 2024 - #4489668
That is to give more options for iris color without having to create a new map in Photoshop. One HSV is before the color chip and one is after. They work differently depending on where you place them in the chain.I got a quick opportunity to look at the shaders and liked what I saw. Great job.
Could you explain why you have 2 HSV nodes in a single chain for the Iris and pupil?
@ Ghostship: For the nail shader. are we working with an actual object mesh? If that is the case, using the translucentBsdf node is not practical since it was designed for flat plane use. I notice that renders appear too bright. I switched out the nodes for a PrincipledBsdf node and modified the settings. Results below. HDRI lighting only.
Material Room below:
The pre-fitter is only used to transfer the Dawn morph. The kink doesn't show up in another angle. I will check the original hairpiece for any anomalies. Thanks.I think the pre-fitter put some kinks in that hair. Couldn't you just re-size manually with dials?
ghostship2 posted at 9:01 PM Tue, 24 September 2024 - #4489709
Hm, it actually looks *worse* with that activated. Like as if the iris was cut into the eyewhite. I am just using your eye materials, didn't change anything else in the eye except activating the Eye PBR morph?@Rhia474 Welcome! Are you using the Eye PBR morph?
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The PhysicalSurface node serves as a middle ground between Firefly and Superfly. It performs adequately in Superfly when the texture nodes are arranged optimally. Nonetheless, the texture maps are not ideal, as Rhia has noted. The face texture map is not to my liking, but currently, it's the only option available. I plan to reconstruct the skin shader using Cycles and the Principled BSDF nodes to see if it yields any enhancements.