All posts related to V2
#312078
Glad you liked it!

A couple answers:
AGS panes: this is a "secondary version" of a shot meant to be rendered at nighttime, then i needed reflections on glasspanes, otherwise if they are not necessary i agree with you it's easier to remove them

Noise: eeeh....i know....i decided to think in a positive way about it: gives a dirtier look to the image that helps realism (!), and thus i am quite disappointed realizing v2 often shows less of it!

Depth: yes, i have the same feeling as yours, but i believe is due to a perceptive interpolation that our brain does. In low SL images the effect of secondary bumps of light are less noticeable and furthermore the dark areas look darker than they actually are. Anyway nothing you can't adjust setting gamma/burn or postprocessing

Burnt table: well, i agree that the guilt is the sun! The floor has a slightly weaker coating layer on it, it has also an higher roughness and if you figure the sun's position, it wouldn't be visible if the floor was 0roughness as it would on the table, hence the hihlights would always be dimmer...what you can see on the table is almost a specular reflection of the sun and its aura seen through the curtains...even a realworld camera would have shown the same highlight, i think :)



Thanks again for your kind comments
#312217
great test 4hero ...

could you please tell the rendertime and sl?
#312222
knurrebusk wrote:But!, I feel the depth is lacking when you render to a high sl, noticed so many times I love the depth at early sl, and loose the magic later.
I think it is because the human brain is very good at filling in missing bits of information from incomplete images. That is exactly the reason why a perfectly clear high S.L. render requires an amazing amount of modeling and material/texture work to be photorealistic. With a noisy, low S.L. render, the brain will fill in the gaps with details that are not there even at high S.L.
#312326
Overworked the skin-shader again totally.

This is a first test, 25 minutes at SL 11:

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Need better bump-maps, as the original ones from Lee P.Smith are not so good, but this test is primarily to check the albedo - SSS balance. It has two single-side SSS-Layers.

Here with more SSS-weight and a little too much bump:

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#312349
Here the same shader, some more corrections and another self-made albedo-texture, taken from a previous model and only roughly adopted to this model:
Time: 1h 27 min at SL 14.03

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Last edited by RK_art on Mon Oct 19, 2009 8:09 pm, edited 1 time in total.
#312372
Yes, but the intention is to test the skin-setup with different variations of albedo-maps, not to create a nice looking girl-model.
This comes next.
The Freddy-Krueger style-one might not be very pretty as the albedo doesn't belong to this model, but when you look closer at the basic skin-appearence (SSS,Specs and gloss) and forget about the very pale-fleshy style, it is the most promising skin-result I could archieve so far:

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The basic shader-setup seems now to be as right as it can be without a special fastskin-shader, now I have to fiddle with the initial input-look of the albedo-map to get the right skin-tone.
If we could have a build-in color-correction in the map-channel like C4D has, it would save a lot of time to do this.
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render engines and Maxwell

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