Spanki opened this issue on Mar 23, 2005 ยท 16 posts
Spanki posted Wed, 23 March 2005 at 3:03 PM
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Vestmann posted Wed, 23 March 2005 at 3:12 PM
Wow1! Great render! And thanks for the tip on the lighting. Im working on a render that needs to be real and I agree that the IBL dries out the skin. Great tip.
operaguy posted Wed, 23 March 2005 at 3:19 PM
spanky, may I ask....did you load a bump map? it feels like the RealSkinShader is generating "painted on" spots as it does when it can't find a bump map, which is not anywhere near how great it is when driven by a bump map. I like your model's hands. ::::: Opera :::::
Spanki posted Wed, 23 March 2005 at 3:39 PM
Hmmm.. I know that when you run the script it sets the bump map value to like 0.000097 - I usually go in and set that back to 0.0002, but now that you mention it, I ran the script again right before the render and forgot to do that, so there's extremely minimal bump-mapping (combined with the minimal granite displacement mapping) in this image. On the lights... Poser crashed not long after this render, so I can't check it, but I think I ended up with the IBL light set to like 65% and the Point light set to about 50%.
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Spanki posted Wed, 23 March 2005 at 3:40 PM
...the 'apinted on spots' (ie. freckles) is something I wanted, btw.
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operaguy posted Wed, 23 March 2005 at 3:48 PM
but I mean did you attach an actual graphics file like bump.jpg to the bump node? If you don't do that, in the earlier version of the Shader the script will creat painted on spots. In later versions it will take the texture map and attempt to create bump effect from it. In my experience, using an actual bump.jpg works best...it can create all the spots you want, but it also lends great depth to them, making them look more sub surface. ::::: Opera :::::
Lunaseas posted Wed, 23 March 2005 at 3:50 PM
Spanki posted Wed, 23 March 2005 at 3:51 PM
I have not yet created a separate bumpmap for this model... but/so I use the texture map as a bumpmap in non-closeup renders like this. So the answer is yes.. I did have an image attached to the bumpmap node.
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stewer posted Wed, 23 March 2005 at 4:24 PM
IBL affects diffuse only, so there's no specularity included. If you want to add just specularity without any other changes to the light, use one or two spec only lights to get wet highlights.
Spanki posted Wed, 23 March 2005 at 4:39 PM
Ahh.. thanks for the info.. that makes sense.
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yggdrasil posted Wed, 23 March 2005 at 6:06 PM
Good to know, was wondering why all my IBL experiments were looking like painted plaster models (:P)
Mark
Spanki posted Thu, 24 March 2005 at 5:51 AM
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Mec4D posted Thu, 24 March 2005 at 8:15 AM
Spanki it looks fantastic!! TOP work! as for the :dirty: shadows you can controle it in the Ambient Occlusion Strength ( Scene AO Options) to get the best effect you want... the standard p6 lights setting was not really impressed me.. Cath
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ceba posted Thu, 24 March 2005 at 10:36 AM
Spanki beautiful work - Question: by greyscale render do you mean you rendered a character in only gery's or converted a render to greyscale in say photoshop???
Spanki posted Thu, 24 March 2005 at 1:23 PM
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face_off posted Thu, 24 March 2005 at 8:00 PM
Spanki - incredible results you are getting! The issue with script based fake sss effects with IBL is an interesting one, since the IBL file may create a strong lightsource out to the right, but the main scene light for the script may be in front of the character - impacting the fake sss. From my limited testing to date, it seems that for human portraits, your system of a single strong light (used as the main scene light for the script) together with secondary light coming from IBL gives the best results. And with IBL, the fake sss can probably be turned down a little. Maybe in the future the RSS/HyperReal scripts could analyse the IBL file and determine where the strongest souce of light is coming from, and add the fake sss from that direction. Much more experimentation required...
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