All posts related to V3
By PCONCA
#383095
rusteberg loooks great!!! can you share your material set up like bitarafali... please!, of course if it is possible...

It would be very interesting see the two shaders and compare maps ans settings...

Thanks in advance
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By Aniki
#383097
Yes, certain areas look convincing indeed. I am missing a certain softness overall, so the sss needs to be dialed in a bit more I think. Spec roughness seems to be fine as well. As for the grey shadows on skin, that needs to have more saturation I believe.

Yet I stick to my suggestion in weigthmapping the overall sss amounts via texture map to get closer..
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By eric nixon
#383109
Yet I stick to my suggestion in weigthmapping the overall sss amounts via texture map to get closer..
Weightmapping sss is a slippery slope, 'Just say no'

sss works correctly for homogenous substances. If he was evenly pink all over (no lips etc), it would render correctly and at normal sss speeds. Hence the greyness/noise/slowness which is symptomatic of maxwells confusion.
By rusteberg
#383119
Aniki wrote:Yes, certain areas look convincing indeed. I am missing a certain softness overall, so the sss needs to be dialed in a bit more I think. Spec roughness seems to be fine as well. As for the grey shadows on skin, that needs to have more saturation I believe.

Yet I stick to my suggestion in weigthmapping the overall sss amounts via texture map to get closer..
it would help to have some sort of depth mapping options for solid sss like we have for single sided sss, but we'll just have to wait and see if and how any ideas for implementing that are met.....

this is the version i did before that last one. this one has a slightly higher attenuation value on the base layer allowing light to travel a bit further through the surface. (this one is tone mapped in photochop)

Image
PCONCA wrote:rusteberg loooks great!!! can you share your material set up like bitarafali... please!, of course if it is possible...

It would be very interesting see the two shaders and compare maps ans settings...

Thanks in advance
i worked on this skin shader months ago when i was balls deep in maxwell sss settings so i'll have to regroup where i left off and put something together that helps explain how i got to that point rather than just spilling the mxed.....
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By Aniki
#383125
The latest image is much better!! Really looking forward to this process.

I agree on the depthmapping option, thats what I mean on the attenuation mapping.
But so far it cant be done I fear.

I am missing the small divergence in the coloring of the shadowy edges.. and its still a bit too glossy if you ask me..
By PCONCA
#383156
bitarafali wrote:
eric nixon wrote:Image

rubber head?
Good job!! I think it is rubbery cause for specular but sss is look good.
What do you think how do you can to make diffuse look better?
please share your material.

+1
By PCONCA
#383158
Really good!!! Thanks for shareit!!!

What is the map in Displacement and bump Channel ?
if possible can you share Displacement and bump Setup detail with an image

Thanks!!!
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By eric nixon
#383190
Image

I used the original roughness and spec maps for this tweaked version, still nearly 5hrs to get to sl18, so not a practical solution really.

Aniki, that looks quite nice, but its too solid. The original colour maps are a problem for use as transmission maps, here is the modified map I used as a compromise, (less lightpolluted, more homogenous) maybe try with this map?

Image
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By Aniki
#383192
No transmission maps used here.(arnold render btw)

Solidness isnt the issue here, id consider it personal taste. I am rather pointing at the small scale abberation on the shadow edges, splitting the colors to the different dermal layers. This is missing in all the maxwell renders here yet.

Most convincing skin, although it was used on cartoony characters, was achieved on that spanish anti respirant ad with the wrestlers;)

Problem on you renders is the washed out contrast of the textures. Way to soft/waxy.
Almost thought it used the mxm posted by bitarafali;)

Probably transmission is the problem here.
render engines and Maxwell

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