All posts related to V2
#311294
sure mike, not a problem. i locked myself out of the studio for the weekend because my wife was starting to nag :D :) :( :cry: but i'll pack that up and send to you next week or if i manage to sneak back in... (don't tell my wife i said that)

hey bubba, you know that old trick where you hold your fingers up in front of someone's head and squish it?.... try this one, hold your finger in front of the screen and then flick it at the first frame at pig.... oh yeah, quality entertainment.

have a nice weekend gentlemen.
#311313
Here is a completely overworked skin-shader-setup in 2 variations.
First one is real volume SSS and had a render-time of around 10 hrs.
Second is using single side SSS and had only 20 minutes rendertime.

Remark: The girl-mesh and the bump & albedo-texture is taken from Lee Perry Smith's 'Diver'-Model, provided on the aktual 3D-World-magazine-DVD. All other textures needed for this maxwell-shader are created by myself.

First the real Volume SSS, 10 hrs rendertime:
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and Volume SSS only, no albedo:
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And here the Single-side SSS, rendertime aroun 20 minutes:
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Single side SSS only, no albedo:
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And finally the single side SSS after only 40 minutes:
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and different multilight-settings:
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All pictures are straight out of the renderer, no postwork.
#311348
great new SKIN RK!.. but i gotta say i like the thinSSS one best (esp when u see the without albeido render) cuz the volume SSS one projects toto much ss thru onto the face and makes head look hollow.. not so in thinSSS..
BTW Rkart: what do you mean by Albeido? a 2nd layers of skin BSDF (w/o sss?) in your mxm or a another layer of real geometry on the model?

MAX: WOW! 1st off your fist set of aluim renders..esp the 1st one look PHOTO! and I LOVE the inverted grid ..the dark grid makes the scene look soo much better!!! and WOW I LOVE your terminator render!!.. I did a similar render set with fryRender and SSS using real CT scan data for skull and skin from a project we had last year.. but now i gotta go and apply a metal to the skull and maxwell it to see if itll get similar look as your render! great stuff max!
_luke
#311350
RK: Thanks! :) my test is just silly compared to yours which are awesome.

Tom: Thanks! :)

3DTP: Hehe thanks! i have to admit i also like that aluminum, more so than the first one's i posted a couple of pages back. You can almost touch it.. :) yea the inverted floor gridtexture, i changed that because the standard white'ish floortexture will so easily be blownout to complete white'ish when you adjust the multilight during testing. Besides that, it looks cool and adds more contrast :D oh you ran a similar test with the 'other' engine, i'd like to see that one Luke and also after you reapplied metal to it to make it more Terminator'ish. :) many thanks Luke, you're too kind.

Btw, i got something new coming soon.. scene is in preparation now. ;)

/ Max
#311365
Max, your Terminator-concept is really cool. Hope to see a complete T-800 in the future :D

3DTrialpractice, an albedo-texture is a specular-free texture containing only the color-informations. The albedo-layer contains only this texture and has nothing else activated (no specs, no SSS, no translucense etc.)

Here is another setup, played again with the settings and maps:

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It is real volume SSS, has ca. 10 hrs at SL 13.39 now, ah, and was gone through Neat-Image to remove the rest of the noise.

But I have to say, compared with what is currently possible with Mental Ray (look at the makings of the Benjamin-Button film :shock: ), this is only like toy-playing.
I am afraid that also in V2, it is still not possible to create a real life-looking human skin. Human skin behaves different compared to all other materials that can more or less easily simulated with apps like maxwell, Vray etc., that are primarily used to architectural purposes. Because skin has a non-uniform tissue-structure and has furthermore solid structures (Bones) underneath in reality, it is in my oppinion necessary to have a special programmed shader to calculate these special light-behaviors correctly within an even multilayered material applied on a simple polygon-figure-bubble (meaning that usually you don't really model all the structures, thicknesses, bones, well, except Max with the T-800 :wink: ).
So I would really like to beg the NL-Team for a special human-skin-shader to really use the enormous potential of Maxwell also for organical projects.
Please, Please.......

Just to explain what I mean with a special programmed skin shader:
Currently, I have 3 possibilitys to combine material-components in Maxwell V2:
1. I do all with weight-maps inside one layer,
2. I use the new V2-layer-concept and can
a) weighten 'normally' and b), weighten by 'add' - calculations.

None of these provides the right algorythms to calculate the different components for real looking skin (albedo, deep tissue SSS (red), epidermal-surface (desaturated, yellowish-green), gloss and specs) correctly together that the result look life-alike.
Also if you look at the rare background-infos of the former creator ('Zap') of the MR-Skin-shader, there is a lot more to calculate than simply blend or screen layers.
Simply try to combine the above listed maps (albedo, SSS-result, epidermal, Glow and specs) within the layer-system of photoshop, try every combination that photoshop can calculate, you will fail. None of these calculations leeds to the right result.
So, whatever we try currently, it's frustrating to know that Maxwell (and Vray) could do it principally, but we always fail because we don't have the right calculation-options.
So, an easy to use skin-shader-material would be urgently needed, where I can simply put in my maps in an albedo-layer, a deep SSS-layer, a surface-epidermal-layer, an overall-glow and finally a specular-layer, set simply the desired thickness of each tissue-layer and the shader does the correct calculations of each layer to produce a real looking skin.
#311438
Here's the result of a failed attempt at rendering the classic Utah teapot with my studioprops. The thinSSS membranes covering each softbox generates a pretty nasty type of colored noise that never really goes away. These images have now rendered for over 9 hours and the noise is still very persistant in the images. :(

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Here's what my setup looks like
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/ Max
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render engines and Maxwell

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