Forum: DAZ|Studio


Subject: Please help a daz noob. (about close up skin)

mantab opened this issue on Feb 14, 2013 · 11 posts


mantab posted Thu, 14 February 2013 at 11:36 AM

Can someone explain why some skins do this when i zoom close.

Does it have anything to do with bump map? 

But most importantly, how do i turn off that effect when i want to take zoomed in photos?


3doutlaw posted Thu, 14 February 2013 at 11:41 AM

Bump is way too high!  Are you using Human surface skin shader?  If so, kill bump to about 35%


mantab posted Thu, 14 February 2013 at 11:49 AM

Quote - Bump is way too high!  Are you using Human surface skin shader?  If so, kill bump to about 35%

 

That sir is a good question!

I'm new at this. I just took a genesis character and gave him/her m5 philip skin.

All my settings are stock.

I tried applying human skin shader but everything became white.

 

Edit: Found the "bumb maximum" setting under character surface color editor. 

And when i took it down it just made parts of her/him solid black. The skin didnt get any smoother.

 

Edit 2: Well now im confused, because now he/she became smoother on my second picture taking. All i know is it is because of the "bumb maximum" setting. Just be careful when playing with the setting slider :P


3doutlaw posted Thu, 14 February 2013 at 11:56 AM

Yea...you are a noob :tongue1:  (just kidding)

I would reload, and start again, if yo got white, cause you probably used "replace" instead of ignore

You don't really need it.  The bump is still way too high in any case.  It's on the surfaces tab of the head/face.  Dial it back.

If you do use HSSS When you apply that though, hold ctrl, when double clicking it, and choose ignore...then you got to drop the specular strength way down to 25%, turn on velvet to 10% and SSS to 25%

I would just leave any displacement off...for skin to start.


mantab posted Thu, 14 February 2013 at 12:06 PM

:biggrin:

Thanks for the awesome tip. Going to save that down!


Medzinatar posted Thu, 14 February 2013 at 1:59 PM

M5-Philip already has included the HSS, you shouldn't need to apply it again.

With bump settings, value is more significant than strength.

Value tells the amount normals are offset.  Strength is just how much of that value is used.

e.g., 50% of .02 is same as 100% of .01

for a closeup on this particular texture, try lowering value to 0.02-0.03

Also, keep in mind that the default lighting is terrible, many defects disappear when properly lit

 



Medzinatar posted Thu, 14 February 2013 at 2:28 PM

Importance of lighting cannot be stressed enough.

This one is closeup with UE and 1 specular light.

Bump strength is 100% with value -0.20/+0.20

it also helps if you use morphs (body shape) that texture is designed for.



mantab posted Fri, 15 February 2013 at 1:02 AM

Thanks Medzinatar.

Tried with your settings too and got great results.

I have been figthing with ligthing and shadows the past days, and they are really really really hard to learn.

 

So far im only using spots. Because the other lights dont make much sense for me. (yet).

But someday i need to start with the others too i guess :biggrin:


Medzinatar posted Fri, 15 February 2013 at 1:30 AM

Quote -   So far im only using spots. Because the other lights dont make much sense for me. (yet).

But someday i need to start with the others too i guess

Actually, that is somewhat surprizing.  Most novices use "distant lights" in the begining.
Although an indicator appears at xyz=0, their origin is at infinite distance.  You aim them by XYZ rotation only and there is no cone or falloff to consider.

The UE I mentioned is the UberEnvironment.  It can provide various types of global illumination.  You can find it in "Light Presets-->omnifreaker-->UberEnvironment2"



Ghostofmacbeth posted Sat, 16 February 2013 at 7:35 PM

There is a bump closeup and a bump distance in the Phillip set. They are easy clicks just to change the strength for what you need.



mantab posted Sun, 17 February 2013 at 1:10 PM

Lightbulb goes on

Ah that's what it is for.

 

Thanks