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Subject: Vic4's Brows


Y-Phil ( ) posted Wed, 17 May 2023 at 2:40 PM · edited Thu, 14 November 2024 at 10:20 PM

It started with a statement: shiny eyebrows are weird

vLehDwrt5F1SwCPvoBkiXn2FxcdqOdAbrKHi0FgW.png

And this is because I'm using a second layer to add some glossiness to the skin.
So that I started to create a "Brows Transparency Map"
xkO6grpBXi1aU9YEbyEqZIIUA4jWmebktpNrfOrN.png

Sometimes, the actual Face's Bump map is correct, but that's how I've found that numerous ones are frankly incorrect near the brows.
So, I create a decent one using a diffuse map, and I use it a this kind of setup:

9ok9vmQIAUxC4T93jMFQf5vCCQOGnNriIEUZ4KiR.png

Hence the result

mSTCFt56How1H2Re0ViAsXoQowzDbPr7ZINNp5N0.png

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ghostship2 ( ) posted Wed, 17 May 2023 at 4:59 PM

A closure with just a color chip plugged into one side makes no sense.

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Y-Phil ( ) posted Wed, 17 May 2023 at 5:19 PM

ghostship2 posted at 4:59 PM Wed, 17 May 2023 - #4465619

A closure with just a color chip plugged into one side makes no sense.

Sorry but I'm not sure to understand, I mean: that allows me to select a color as not all brows are black.

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ghostship2 ( ) posted Wed, 17 May 2023 at 6:02 PM

Color plugged into what though? It's not plugged into a diffuse, reflect or anything else. The way those mix closures work is you want two shaders plugged in and then you'd have that color chip plugged into one of the shaders. the other shader would be your SSS setup that you have there

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Y-Phil ( ) posted Wed, 17 May 2023 at 6:14 PM · edited Wed, 17 May 2023 at 6:16 PM

I'm not doubting of your knowledge, that's sure, I'm just trying to understand, once again sorry about that.
But if I change the color of the "Input Color" node, the brows are getting a new color.

tOuTuSKrE9GqCPcgHtkqFEQiKi2xm9dAtX1ExPI5.png

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RedPhantom ( ) posted Wed, 17 May 2023 at 7:07 PM
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I think what Ghostshio is saying is that usually you use a shader node in a mixclosure. It's for combining shader nodes (nodes under the shader category) rather than other nodes. In this case, the "proper" way would be to have the color node plugged into a diffusebsdf node. Though, theoretically, the diffuse has its own color chip so you could just use that to change the eyebrow color.


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ghostship2 ( ) posted Wed, 17 May 2023 at 7:45 PM

if you just plug a color into the output that is what you'll get: a color that doesn't respond to lighting or shadows. You need a shader plugged into that thing for it to work right

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Thalek ( ) posted Wed, 17 May 2023 at 9:07 PM

This is what I get for trying to follow a conversation between several people who are considerably smarter than I am.


ghostship2 ( ) posted Thu, 18 May 2023 at 1:54 AM

@Thalek I’m sure there are things you know or can do that I don’t or can’t.  I didn’t have much time today to respond here with more articulate answers so I can see not following this convo.

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Y-Phil ( ) posted Thu, 18 May 2023 at 5:58 AM · edited Thu, 18 May 2023 at 5:58 AM

If I guessed correctly, I should replace the Color Ship by a PrincipleBSDF one?
I've tested this:

aAT38y0JxlhdpXQBrJkslqO4MDEWJUPSN54K5CSE.png

And indeed that gives a better result (above: Color node, below: PBSDF)

RXdQ8eDRXKO978N45XxTrJ9TAE8Q802jJbuMJ7xV.png

Thank you!

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hborre ( ) posted Thu, 18 May 2023 at 8:12 AM

That works.  You could simplify it by just using a DiffuseBsdf node as your source for color as RedPhantom mentioned in his comment.


Y-Phil ( ) posted Thu, 18 May 2023 at 9:37 AM · edited Thu, 18 May 2023 at 9:37 AM

Oh... I misread what RedPhatom wrote, sorry about that. I like what I'm getting now. Thank you.

Gees3GpbFJXNAKdBngrODoJmYEnASO0tpL3bIeQK.png

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ghostship2 ( ) posted Thu, 18 May 2023 at 10:16 AM

DING DING DING DING DING!

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Y-Phil ( ) posted Thu, 18 May 2023 at 10:23 AM

ghostship2 posted at 10:16 AM Thu, 18 May 2023 - #4465675

DING DING DING DING DING!

UeoiATBJEDmj5DUR4rOtlR1RQSVQhiBzeJ1ZI22E.gif

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hborre ( ) posted Thu, 18 May 2023 at 11:50 AM

WE HAVE A WINNER!!


ghostship2 ( ) posted Fri, 19 May 2023 at 10:36 AM

I like this idea very much. My face setup is a bit more complex because I use a lip mask to soften the transition between the lips and the face.

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ghostship2 ( ) posted Fri, 19 May 2023 at 10:48 AM

needs a REALLY fine mask for the brows. I'll need to get a new WACOM tablet to paint that stuff. Sigh...

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Y-Phil ( ) posted Fri, 19 May 2023 at 11:17 AM · edited Fri, 19 May 2023 at 11:17 AM

Speaking of lips mask: I'm using yours, Ghostship2, but still find that line around the lips, probably because the color of the lips itself doesn't extend enough.

Sometimes it's supportable, sometimes not.
Here, I can do with

15TWUmrgC5GkR8zdJXEtkvzjdzkwjxeZfMQqe8Iv.png

I've tried to play with the Scatter Group ID but I haven't succeed to remove that line.

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ghostship2 ( ) posted Fri, 19 May 2023 at 2:14 PM

can you post a bigger render of those lips?


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ghostship2 ( ) posted Fri, 19 May 2023 at 2:17 PM

Also: are you using the same skin setup on both the lips and face?


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Y-Phil ( ) posted Fri, 19 May 2023 at 2:37 PM · edited Fri, 19 May 2023 at 2:43 PM

7mhIXlW1QsQd0lrBX2O4uVTRm53gsxgW1Olja9Rr.png

Here is my setup, inspired by yours:

HCG3zrzGXkJ22wQRHE7C96YjoFcVqZecAa8GjIvA.png

Note that the Face Skin Scatter Group ID = 1
The Lips Mask is yours.

The Subsurface radius is 0.482, 0.169, 0.109, but I'm getting the same effect with your values

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Y-Phil ( ) posted Fri, 19 May 2023 at 2:46 PM · edited Fri, 19 May 2023 at 2:46 PM

And if I use Scatter Group ID=1 for the face in the setup here, I'm loosing that weird greenish line but will what I call a kind of moustache line KeYuPXv9WUjoNrhZmKMhTCgGnfn8hdRLtS0Fzwqj.gif

ZoXNB21ZbJ35QvehQLDaaHQt4FLg9Kyo6uNmHBXn.png

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ghostship2 ( ) posted Fri, 19 May 2023 at 5:03 PM

OK, I think I miss-typed some roughness values in the SSS shader setup. I think I said increase roughness by 1. I meant to say .1. I think your roughness values are way too high and also your lip bump values. I get a nice smooth transition between the lip and the face skin


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ghostship2 ( ) posted Fri, 19 May 2023 at 5:09 PM

try something closer to these roughness and bump settings

GI2uR6qUZCDlhffB5wsMMmCWI0VQQSShsIBPQtLc.jpg

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Y-Phil ( ) posted Fri, 19 May 2023 at 5:14 PM · edited Fri, 19 May 2023 at 5:14 PM

After having corrected the  values, indeed, I'm getting this

9Gq8mdBiKqjpCSQA75AUmwTeUJx2bgxrs7vo43WM.png

But I thought I could get rid of was what the green arrows are showing, but after having experimented a bit with different lips masks, I found that something is wrong at the bitmap level because the shape of of lips is smaller than what is on the bitmaps, and it's a parameter that can't be changed using morphs.

Here I replaced the face bitmap by a simple color on the Lips material:
ScYYjacdna3OeIVtVkjpdlXHSXDE0pLSruvdneKB.png

I Suppose that it's something that should be corrected on the bitmap, actually not doable by me pwDbpZ12ZeCQRlDUwNNUNH1wBVW6nIEdL2VJPa9K.gif (already tried - lol)

Never mind, i'll live with this... "moustache" OQwlyRspeZIjtgweuUnvesuEBTrUCO9S3jBWoVWr.gif Thank you anyway for your help.

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hborre ( ) posted Fri, 19 May 2023 at 5:15 PM

I want a verification of the Scatter Group ID, isn't it dependent on the Material Zone and not how many are present PrincipledBsdf nodes within a Material Zone?


Y-Phil ( ) posted Fri, 19 May 2023 at 5:21 PM

From what I've understood, the Scatter Group ID could be used to avoid weird effects when using SSS on overlapping surfaces, but in V13.0.339, there's a new "Legacy Scatter" checkbox that can help (avoids SSS glow)

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ghostship2 ( ) posted Fri, 19 May 2023 at 5:24 PM

@Y-Phil

Open the face map in Photoshop. Copy the map to a second layer. Erase everything on the second layer but the mouth. Enlarge the mouth on layer 2. Make sure to use a soft brush when erasing. Make sure the new lips are in the right place and collapse the layers and save the image with a new name. 

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Y-Phil ( ) posted Fri, 19 May 2023 at 5:28 PM
ghostship2 posted at 5:24 PM Fri, 19 May 2023 - #4465832

@Y-Phil

Open the face map in Photoshop. Copy the map to a second layer. Erase everything on the second layer but the mouth. Enlarge the mouth on layer 2. Make sure to use a soft brush when erasing. Make sure the new lips are in the right place and collapse the layers and save the image with a new name. 

Aha... I promise that I'll test this tomorrow, when my brain will be rested (half past midnight for me)
Thank you!

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Y-Phil ( ) posted Sat, 20 May 2023 at 3:06 PM · edited Sat, 20 May 2023 at 3:06 PM

Ok, I'm approaching what I want, I still need to practice:

THdQAHZ6UPDnJCmYUSX9FVAJ4ODoNsgI0dbpRWAd.png

The idea is to lower the brightness
Original:

znbkyPM3PRzzt5CSbMiUE2jlMOfembKEtsj7VzUH.png

What I'm working on:

7UPLGziqeloCyiC9XUB8ZuM49cf0SAfmOanA3IFv.png

The way: using the brush, in almost transparent mode, down from pure white to below 50% brightness, I think that the right word for the brush mode is Luminosity.
It's useful also to kind of hide a slight burned in specular effect, example from this:

eESCLKHzPAgxBL45fyGoaU4Sk6jhtWblWG2p2HXY.png

To this:

HzCWDCEwvwlD5esgAwqvjJw5eZTvpHjgU8cwZOik.png

Not perfect but still better QIbdfzL81a9FfBh4qy86H9ZEjkVpXbP4gDQK3SSr.gif


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Thalek ( ) posted Mon, 22 May 2023 at 12:57 AM

ghostship2 posted at 1:54 AM Thu, 18 May 2023 - #4465645

@Thalek I’m sure there are things you know or can do that I don’t or can’t.  I didn’t have much time today to respond here with more articulate answers so I can see not following this convo.

Well, I did, once upon a time, know more about repairing a spectrum analyzer than you might.  But I don't think there's anything about Poser that I know better than you.  [grin]



ghostship2 ( ) posted Mon, 22 May 2023 at 10:32 AM · edited Mon, 22 May 2023 at 10:32 AM

@Y-Phil

something still off about your shader/bump/rouhness? I'm not getting that SSS error at the edges of the zones.

xS9ce6hkB3o5nO6ge8tIMhuNi6hAlrKrzfG3YEjM.jpg

NQEdQBPGxrmVcOCsvQ0AWebgvWFpkftXJDXTCpTY.jpg

cI0PFKiu2zdoBxrjiRNZNTJT0Cx38jgn3XVcjuLx.jpg

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Y-Phil ( ) posted Mon, 22 May 2023 at 12:14 PM · edited Mon, 22 May 2023 at 12:15 PM
ghostship2 posted at 10:32 AM Mon, 22 May 2023 - #4466124

I think that the other day I probably missed something, because it looks correct now, except that clearer line around, clearer line that is bigger because I'm using here a smaller lips mask than yours, just to check.

zdJW1aBVv1aNH7J8J6JpWKN2sge20wfSJDtm4QSC.png

And with your mask:

EwfK1rgME6mpdCMKzytKQ26onX6bMjjcwYqs756T.png

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ghostship2 ( ) posted Mon, 22 May 2023 at 1:49 PM

can you post a shot of the texture map for the lips? It looks a bit unnatural. Also, If you send me the maps I can fix them for you in Photoshop. I do that stuff all the time.

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Y-Phil ( ) posted Mon, 22 May 2023 at 2:05 PM · edited Mon, 22 May 2023 at 2:05 PM

The original:

8nwmHr4g9VYyptOtmAP8YKsu46vQtEQLRbq8zPUU.png

What I have done so far, using my poor Photoshop skills:

wsYNiRwZQzUWyp3oXcyPoFMJQoy8d8y7sVrsAZDI.png

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Y-Phil ( ) posted Tue, 23 May 2023 at 2:16 PM · edited Tue, 23 May 2023 at 2:19 PM
ghostship2 posted at 1:49 PM Mon, 22 May 2023 - #4466136

To sum up: three PrincipledBSDF are involved:
- 1 for the Face material
- 1 for the Face part of the Lips material
- 1 for the Lips part of the material

VzgZVoyOHQMBmpA9niP9r3nhMfpIa8wiEWfSKYyj.png

I just tried different combinations of Scatter Group ID. when that ID are the same for the Face, in each material setup: no problem whatever the ID for the lips
kkyPwnEWciujs8TunwS4q4RkoGaPi7TANbVMe6FC.png

Different values for those IDs generates this greenish effect
XeYYxTR9n7Vb7UXFn7PINgmIYwehFzFtmLIVzWDQ.png:

All three bitmaps nodes were using the picture you  just sent me, Ghostship2:
BvSGaOSbeYP6dA36bwpvgIC0pmpp14xaeBaPs7ts.png

And now, if I use mine, on which the clearer line is less visible:

Dz8fp5QoQBHD5xDBNNUWA7Psny83kEqlRUGbHkct.png

The render show the clearer line again:
I0VK9VUdvN3FLU0yktNiZlnCwsZM2wIUg5kGN12c.png

What I conclude: I will not get rid of, probably a question of morphology, shown here with SubD=1

Pg5NmDNzJcX8xzQnkiSLhb2mKFMniDQLyLjtHThA.png

Rendered using SubD = 2 is no different.
Anyway, thanks for the nostril trick: I love it.

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ghostship2 ( ) posted Fri, 26 May 2023 at 11:37 AM · edited Fri, 26 May 2023 at 11:37 AM

Yes, this is a cross post I thought it best to post this in my skin shader thread AND this one.

Y-Phil had a valid point about the eyebrows being to diffuse and not saturated enough. I think I've come up with a solution. The invert and Brightness/contrast nodes exclude/modulate the roughness for the eyebrows. Have a look

ThQBN9PeaupzRtaDf4kKHNSWan4qFpw0qzroMFb6.jpg

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Y-Phil ( ) posted Fri, 26 May 2023 at 6:12 PM · edited Fri, 26 May 2023 at 6:14 PM

I love your idea, which I'm mixing with mine: the ability to tint slightly the brows:

K2zHRBOyR4eMrYtdYYVMnjaJwktkkLZqUFJfwh6z.png

I've noted that your idea gives a better result near the lacrimal: in the green circle there's some specular which I find wrong, on the left: no specular effect.

TaDhjI6AKCAphIU1lWuusbchtrX0VLxx1jHflNt8.png

Thank you "Uncle Ghostship" 😁

Note that my setup uses a second layer, to give some slight effect on the skin, easier to control with my toolbox

jall47uFGMJWKk8LOLTE85RG0C64UZP1SnEXuKPJ.png


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