Subsurface Shaders... WOW!

1568101122

Comments

  • barbultbarbult Posts: 24,240
    edited December 1969

    tjohn said:
    There seems to be a larger demand for disembodied hands than I was aware of. (my invisible tongue is placed firmly in my invisible cheek)

    You know Halloween is only 5 months away. It's never good to leave things till the last minute. :P
  • TJohnTJohn Posts: 11,099
    edited May 2013

    tjohn said:
    There seems to be a larger demand for disembodied hands than I was aware of. (my invisible tongue is placed firmly in my invisible cheek)

    D'you suppose they're all related to Thing, of Addams Family fame?
    That did cross my invisible mind.
    Now back to the subject at hand (sorry). I was having trouble with the pinkish skin texture also until I made 3 changes to my settings (using the Skin 1 model).
    1. I set the SSS to Post-SSS
    2. I changed the Subsurface Color to a very dark red, somewhere about a brown that was approaching black.
    3. Set the Diffuse strength to the 60-80% range and the SSS strength to 100%..

    Sorry I don't have an example render to show yet.

    ETA: I fixed the error I made in point 3.

    Post edited by TJohn on
  • kittenwyldekittenwylde Posts: 151
    edited December 1969

    Oooooh... Finally got a chance to play with the new shaders. Just took my very first peek at skin with the subsurface base, and I am now very excited. It looks awesome, and I didn't even have to tweak anything to get it that way! I'm a very happy camper right now. I can't wait to see what comes out when I'm done setting this render up. Thanks, Age of Armour!

  • Age of ArmourAge of Armour Posts: 437
    edited December 1969

    I've been tinkering with some more realistic settings today. These still need tweaking but I think it is a start.

    The renders are of M4 using the morphs and textures from Callum by Phoenix1966. She does really good work! Note: The normal map is not included in the set. It is one I whipped up real fast to accentuate some of the wrinkles.

    CallumSettings.jpg
    813 x 846 - 220K
    Callum_21May13d.jpg
    1000 x 1300 - 141K
    Callum_21May13a.jpg
    1000 x 1300 - 146K
  • TJohnTJohn Posts: 11,099
    edited December 1969

    I've been tinkering with some more realistic settings today. These still need tweaking but I think it is a start.

    The renders are of M4 using the morphs and textures from Callum by Phoenix1966. She does really good work! Note: The normal map is not included in the set. It is one I whipped up real fast to accentuate some of the wrinkles.


    OK...WOW. Otherwise speechless. I'm bookmarking this page and trying to duplicate those settings as much as possible.
  • fixmypcmikefixmypcmike Posts: 19,583
    edited December 1969

    tjohn said:
    I've been tinkering with some more realistic settings today. These still need tweaking but I think it is a start.

    The renders are of M4 using the morphs and textures from Callum by Phoenix1966. She does really good work! Note: The normal map is not included in the set. It is one I whipped up real fast to accentuate some of the wrinkles.


    OK...WOW. Otherwise speechless. I'm bookmarking this page and trying to duplicate those settings as much as possible.

    Wow!

  • Herald of FireHerald of Fire Posts: 3,504
    edited May 2013

    I've been lurking in this post trying to find a solution to the black subsurface conundrum (or the BSC as I like to call it). an example of which I've posted below. Oddly, the same surfaces worked fine in earlier renders, so it's hard to pin down exactly which settings were the cause of the trouble.

    Has anyone found a workable solution yet?

    Hi HeraldOfFire,

    There is a post a couple pages back with some images showing the effects of group IDs and scale. If setting the shading scale to a smaller number and using separate group IDs doesn't work then try triple checking that there isn't something else in the scene using that same group ID.

    I had one case early on where I had accidentally applied a preset with the same group ID to some distant object like a plant in the background and couldn't figure out why on earth the other surfaces didn't look right hehe.

    If that still doesn't help let me know and I'll see if I can't recreate and track down the issue.
    Aha... turns out it was the shading scale. I had lowered it considerably before, but apparently 'scale small' just wasn't quite small enough for some of them, so I manually edited it to reduce it down further. It all looks rather tidy now.

    I shall take this newfound knowledge back to my attempt at the chess set render.

    Cute_Girls.jpg
    503 x 923 - 160K
    Post edited by Herald of Fire on
  • barbultbarbult Posts: 24,240
    edited May 2013

    I've been tinkering with some more realistic settings today. These still need tweaking but I think it is a start.

    The renders are of M4 using the morphs and textures from Callum by Phoenix1966. She does really good work! Note: The normal map is not included in the set. It is one I whipped up real fast to accentuate some of the wrinkles.


    What is the significance of the green rectangles around three of the items in the picture? Also, I just noticed that Velvet Strength is not visible at the end of your chart of settings.
    Post edited by barbult on
  • Melissa ConwayMelissa Conway Posts: 590
    edited December 1969

    I've been tinkering with some more realistic settings today. These still need tweaking but I think it is a start.

    The renders are of M4 using the morphs and textures from Callum by Phoenix1966. She does really good work! Note: The normal map is not included in the set. It is one I whipped up real fast to accentuate some of the wrinkles.

    Hi! Love your work. Thanks for all you do...that said,

    I've been dinking around with the base shader for two days now with no clear idea what I'm doing. I keep trying, though, reading the forum posts over and over again, and boning up on the .pdf doc and what I can find of SSS on the internet (mostly Poser-related) and hoping some of it will stick. When I saw this awesome render, I was like, YeeHa! So I printed your settings and input them exactly on both of my characters. The first render was insane with reflections, so I took reflection strength down to zero and tried again. I'm still laughing at the second render. The male looks like someone put him in the microwave, LOL, his eyes are actually swollen closed! I guess there's no One Size Fits All, huh?

    Anyhoo, the reason I'm posting is because I can't find the Reset to DAZ Default preset that was supposed to be included. You might agree I kinda need it at this point...;-)

    M.

    Yipes.png
    1920 x 1080 - 3M
  • GoneGone Posts: 833
    edited December 1969

    My second attempt with base shader and V4 Casey skin.

    SSSTest2.jpg
    1200 x 1800 - 477K
  • MuzeMuze Posts: 182
    edited December 1969

    I saw these being used today as hubby rendered with them. Age of Armour....you did it again my friend...great work.

  • kittenwyldekittenwylde Posts: 151
    edited December 1969

    Can't quite compare to some of the awesome stuff I've seen in this thread so far, but here's my first go at the new shaders. Used the base on the skin, and the gummy and plastic shaders in a few assorted areas. I'm a very happy kitty right now! :coolsmile:

    break.jpg
    1200 x 1600 - 1012K
  • kittenwyldekittenwylde Posts: 151
    edited May 2013

    Me again... this is fun! Two views of the same critter, just because. Then I promise I'll lay off the rendering. Maybe. ;)
    EDIT: By the way, no postwork. None. Straight out of Studio, that is.

    dragon_close.jpg
    1039 x 950 - 603K
    dragon_all.jpg
    1039 x 950 - 362K
    Post edited by kittenwylde on
  • Age of ArmourAge of Armour Posts: 437
    edited December 1969

    barbult said:

    What is the significance of the green rectangles around three of the items in the picture? Also, I just noticed that Velvet Strength is not visible at the end of your chart of settings.

    No significance. I think maybe my mouse was just hovering over those settings when I took the screen grabs hehe. The velvet strength was set to 0. Sorry about that.

    ...The first render was insane with reflections, so I took reflection strength down to zero and tried again.

    Did you set the reflection index of refraction and the reflection blur? That drops the reflection strength way down. However, my scene was pretty dark and the skin was bumpy so I can see how my settings may be inappropriate for a brighter scene. The reflection was only to add a little bit of a sheen anyway, you can achieve something similar with the velvet settings that will render faster anyway.

    I’m still laughing at the second render. The male looks like someone put him in the microwave, LOL, his eyes are actually swollen closed! I guess there’s no One Size Fits All, huh?

    Haha I love it! Swolen Purple man :) The Callum textures come with heavy displacement which is set up to use only positive displacement for Poser (which is why I had 0.5 positive and 0.05 negative displacement).

    Most displacement maps use 50% gray for a base and anything brighter displaces outward, anything darker displaces inward. For maps like those then you would get better results splitting the difference and using 0.25 positive and -0.25 negative displacement. Well I was going for heavy wrinkles so you might want to go more like 0.1, -0.1 or less for youthful characters.

    Anyhoo, the reason I’m posting is because I can’t find the Reset to DAZ Default preset that was supposed to be included. You might agree I kinda need it at this point…;-)

    Yeah, sorry about that. I had some confusion about how everything was going to be packaged in the end with DAZ handeling the base shader and me packaging the toon, plastic and gummy stuff. In then end the reset preset ( haha!) got forgotten. However... there is a, nearly identical preset included with DS anyway. Look in the content browser under Shader Presets/DS Defaults. That first preset should do the trick.

  • kyoto kidkyoto kid Posts: 41,040
    edited May 2013

    ...a quick test with the base shader.

    First, with the normal Kaitey shader

    Second with SSS turned on at default settings.

    Both using same lights,

    kelly_child_sss.jpg
    600 x 848 - 270K
    kelly_child.jpg
    600 x 848 - 272K
    Post edited by kyoto kid on
  • barbultbarbult Posts: 24,240
    edited December 1969

    AoA, thanks for all the updated info here and all the help so we can get the best results.

  • Joe CotterJoe Cotter Posts: 3,259
    edited December 1969

    Szark said:
    Could we please stay on topic I'm pretty close to returning the presets I have purchased but am still hoping to figure out where I'm going wrong. I really don't need to trawl through comments and images of peoples gardening experiences.
    Thank you
    Sigh...deleled now.

    Scorpion, I realize your frustration. When we are frustrated it is hard to remember we are in a community and everyone in the communities needs are just as valuable. I have this problem myself, but I do try to work on it.

    Peace :)

  • Joe CotterJoe Cotter Posts: 3,259
    edited May 2013

    sedor said:
    I am doing my experiments with the Nichole Skin.

    Something which makes me wonder: if I render at a smaller image size I get a pattern at the skin, which isn't visible when I render with a higher resolution - I've attached two images, both use exact the same setting but are rendered at different dimensions.

    Edit: You have to view them at fullsize to see it.

    That's interesting. I haven't run into that particular issue yet but I noticed you have a glow around the lips I've run into and had to adjust. I've managed to get rid of it each time but still don't remember exactly what it was I did that worked ;p

    [Edit] After reading further, I saw ID groups... and yes.. that's exactly what did it for me. So a lot of the problems relating to bleed and false colors seem not to be an error but rather a feature that wasn't being taken into account.

    Post edited by Joe Cotter on
  • Joe CotterJoe Cotter Posts: 3,259
    edited May 2013

    ... After that I almost always load an ambient light, such as UberEnvironment, set it to 40% strength then create either a distant or spot light (Distant for exterior scenes, spot for interiors), turn on ray traced shadows and angle the light it so it is coming from the top-front-right. That gives good general lighting to build off of.

    For exterior scenes I usually set the distant to a pale yellow and the ambient to pale blue. Even though the blue and yellow would normally cancel each other out, except in shadows, the renders generally turn out warm because the distant light is set to be brighter than the blue ambient light...

    That's funny, that is my basic go-to quick light setup ;)

    The parts after it are interesting and will add to my kit. I especially like the image with percentages. To be clear though, the ambient here refers to the light providing ambient light (UberEnvironment for example) and not the ambient surface setting. I only say this because the surface setting is often used to provide for some ambient lighting of a surface, usually inappropriately imo if it's not a light source also.

    Post edited by Joe Cotter on
  • Joe CotterJoe Cotter Posts: 3,259
    edited December 1969

    Artini said:
    And a close up...

    Very nice application of the shader :)
  • Joe CotterJoe Cotter Posts: 3,259
    edited May 2013

    ..although having displacements, bump, and normal maps all together is fairly rare; it shows Luthbel is a very skilled content creator). :)

    Well I've seen cases where there are maps in all three channels but the results were not great and there didn't seem to be a pattern to what the artist was putting them in. Rather it seemed they were just putting things there to be there in a 'let's see what this will do' fashion. I do that sometimes myself when still learning something... I would hesitate to release something like that however.) With what I see of the detail on this model I would agree with you in this case regarding Luthbel. There are cases where one can put detail in each channel in a planned fashion that gives results hard to obtain otherwise. :)
    Post edited by Joe Cotter on
  • scorpioscorpio Posts: 8,414
    edited May 2013

    Gedd said:
    Szark said:
    Could we please stay on topic I'm pretty close to returning the presets I have purchased but am still hoping to figure out where I'm going wrong. I really don't need to trawl through comments and images of peoples gardening experiences.
    Thank you
    Sigh...deleled now.

    Scorpion, I realize your frustration. When we are frustrated it is hard to remember we are in a community and everyone in the communities needs are just as valuable. I have this problem myself, but I do try to work on it.

    Peace :)

    I don't really see why you feel the need to pull me up on this, the conversation was going way off topic and peoples questions were getting lost. There are several threads all dedicated to chatting. Perhaps I should have just let the situation continue and returned my purchases next time I will do so.

    Post edited by scorpio on
  • Joe CotterJoe Cotter Posts: 3,259
    edited December 1969

    Forget I said anything, my mistake.

  • FusionLAFusionLA Posts: 249
    edited May 2013

    I've been tinkering with some more realistic settings today. These still need tweaking but I think it is a start.

    The renders are of M4 using the morphs and textures from Callum by Phoenix1966. She does really good work! Note: The normal map is not included in the set. It is one I whipped up real fast to accentuate some of the wrinkles.


    Wallet is ready to go for Realistic Human Skin presets! and hair :)
    Looks good so far...
    Post edited by FusionLA on
  • Joe CotterJoe Cotter Posts: 3,259
    edited May 2013

    Experimenting with skin shader.. I dont think I nailed it yet and i can't get anywhere near the right kind of specular gloss on the lips and the skin looks flat. And dry. but any specular and i seem to get reflection.

    And I didn't even start to try the shader on hair yet.... for now the hair is using my own shader.

    Tips for making a better skin? skin is dublin.


    Well the highlights are blown out. You can verify this by bringing it into an image editing program and using the eyedropper tool. It will show that everywhere the highlights are strong, such as on the forehead it is pure white. We rarely want this as it means the color is getting clipped. I mention this because this is the first place I would recommend starting. Drop the overall lighting and work on getting a good range in your lighting setup. One can't troubleshoot specific issues with something like a surface shader if the lighting is blowing out big portions of the image. After that is in range, then try to bring in specular in a controlled fashion without overpowering the lighting.

    A good control set of lights are a best for troubleshooting surface shaders I find. I believe Adam has a set of neutral lights specifically for this purpose that might work well for you.

    Almost forgot: the hair looks nice :)

    [Edit] which brings up a good point. If the hair looks nice, it may be that the lights are fine, but the shader settings on the various surfaces are adding up to too much response to the lighting, producing the same results as too bright lighting, but localized to the surfaces with specifically high settings. If so, the answer is similar... tune down the surface settings overall so they aren't blown out, then work with trying to add in response in areas (such as specular) without blowing out the surface response to the lighting. If it gets blown out, something needs to be cut back by a good amount and small changes towards our end goal incorporated till we figure out the balance.

    Post edited by Joe Cotter on
  • JabbaJabba Posts: 1,460
    edited May 2013

    Jabba101 said:
    And just for completion, here's the same scene after a bit of postwork (unashamed repost!)...

    I hope this puts to rest the postwork/no postwork rivalry once and for all. nice work. Now if I can only find a step by step of how to get SSS to work for thick headed dumbkoffs (read:me) I'll be all set.Thanks for noticing! Sometimes one wonders if only other members' posts are visible, LOL
    I hope you're starting to get your head around the SSS shaders - the more practice, the more progress... well, hopefully ;)

    Post edited by Jabba on
  • TJohnTJohn Posts: 11,099
    edited December 1969

    I've been tinkering with some more realistic settings today. These still need tweaking but I think it is a start.

    The renders are of M4 using the morphs and textures from Callum by Phoenix1966. She does really good work! Note: The normal map is not included in the set. It is one I whipped up real fast to accentuate some of the wrinkles.

    Hi! Love your work. Thanks for all you do...that said,

    I've been dinking around with the base shader for two days now with no clear idea what I'm doing. I keep trying, though, reading the forum posts over and over again, and boning up on the .pdf doc and what I can find of SSS on the internet (mostly Poser-related) and hoping some of it will stick. When I saw this awesome render, I was like, YeeHa! So I printed your settings and input them exactly on both of my characters. The first render was insane with reflections, so I took reflection strength down to zero and tried again. I'm still laughing at the second render. The male looks like someone put him in the microwave, LOL, his eyes are actually swollen closed! I guess there's no One Size Fits All, huh?

    Anyhoo, the reason I'm posting is because I can't find the Reset to DAZ Default preset that was supposed to be included. You might agree I kinda need it at this point...;-)

    M.


    Hi! I had the same problem the first time I tried duplicating those settings. It is caused by using displacement settings without a specific displacement map. Once I turned those off, I got pretty good results.

    4.6_SSS_.jpg
    1666 x 2000 - 329K
  • Joe CotterJoe Cotter Posts: 3,259
    edited May 2013

    Good info and a nice pic, ty :)

    I find this kind of interesting as I was playing with higher sss settings and maps in the sss color channel a little while ago and what I was seeing then was 'don't turn sss up...' etc and no mention of using maps in the color field. I realize this shader handles sss/difuse ect differently but I was getting some interesting results with this in other shaders as well.

    Post edited by Joe Cotter on
  • ArtiniArtini Posts: 9,455
    edited December 1969

    Gedd said:
    Artini said:
    And a close up...

    Very nice application of the shader :)
    Thanks, Gedd. Just want to try different id groups on multiple material zones of the item.
  • JabbaJabba Posts: 1,460
    edited December 1969

    I've been tinkering with some more realistic settings today. These still need tweaking but I think it is a start.

    The renders are of M4 using the morphs and textures from Callum by Phoenix1966. She does really good work! Note: The normal map is not included in the set. It is one I whipped up real fast to accentuate some of the wrinkles.

    Thanks, those settings are a great starting point

    Here's a test on CitizenX - while not identical to your settings, I used them to leapfrog over a lot of blind alley experimentation...

    Citizen_SSS.jpg
    1920 x 960 - 517K
Sign In or Register to comment.