Subsurface Shaders... WOW!

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Comments

  • scorpioscorpio Posts: 8,414
    edited December 1969

    Cool Jabba101 love the way the light is hitting his cheekbones.

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Not a bad starting point for it at all. One of the things I particularly like, and the thing I'm still experimenting with, is the noise option. It's a great way to add fine detail to a figure, and really helps with the realism factor. I pretty much copied the settings you used for the old gent, with only minor alterations, notably a lack of normal maps, but they seem to work very well indeed.

    On an unrelated note, I've come to the conclusion that the Aryelle hair is insanely render intensive as it took more than 4 times longer to render than an earlier version I'd done using the Vida Hair. Perhaps it has more trans maps messing with my occlusion.

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  • scorpioscorpio Posts: 8,414
    edited December 1969

    HeraldOfFire that's a nice look you are getting to the skin not too flat, but you might want to take a look at your Displacement settings.

    Hair drives me nuts some render quite fast others just take forever.

  • scorpioscorpio Posts: 8,414
    edited December 1969

    I've also being playing with more realistic skin using Age Of Armour's settings as a starting point.
    Horatio skin I had to turn the displacement way down.
    very minor postwork to fix some poke through on the hat.

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  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    HeraldOfFire that's a nice look you are getting to the skin not too flat, but you might want to take a look at your Displacement settings.

    Hair drives me nuts some render quite fast others just take forever.


    There's no displacement on the figure, it's all done using bump maps. Unfortunately, I've never heard or seen of a single K4 texture which has displacement maps or normals. Many don't even include specular maps. Getting the best out of those textures is a challenge I've set myself since it's one of the most poorly represented figures in terms of texture availability. I figure if I can get a realistic looking K4 with the tools at my disposal, then getting it to look great on figures which DO include those textures will be a doddle!
  • SzarkSzark Posts: 10,634
    edited December 1969

    Exactly HOF if you want realism then many of the skin maps sold here won't cut it...some aren't too bad and can be used to get the desired results but many are too prefect to be real or parts look realistic and other parts don't. Take the image above a working man would have tanned hands as well as the face...but in that image the hands are a lot more plae than the face...a far cry from realsim IMHO.

    Personally I think if you want to go with realism then adjusting and adding to the skin maps will add to this more.

  • Slide3DSlide3D Posts: 194
    edited December 1969

    after many tests, I focused on this option settings

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  • JabbaJabba Posts: 1,460
    edited December 1969

    Cool Jabba101 love the way the light is hitting his cheekbones.
    cheers... I added a bit of velvet to the settings, that seems to really help the shapes get picked out by the lights
  • kyoto kidkyoto kid Posts: 41,040
    edited December 1969

    I've also being playing with more realistic skin using Age Of Armour's settings as a starting point.
    Horatio skin I had to turn the displacement way down.
    very minor postwork to fix some poke through on the hat.

    ...very nice.
  • almahiedraalmahiedra Posts: 1,351
    edited May 2013

    It's a WIP with basic surface shader. I had weird problems at beginning, changes in camera produced bad shading rate, even in angles and distances I had try before without any problem. I had to render with camera very closed to the girl to avoid like reptile skin effect in her skin. But after rendering with UE2 light in high quality problems vanished, now doesn't matter the light I'm using shader behavior is consistent and look very good.

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

    Very nice, but you are getting an orange edge glow on the skin. Not sure if that's sss, velvet...

    [Edit]Didn't see the third image when I posted this... not sure if it was planned?

    Post edited by Joe Cotter on
  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Gedd said:
    Very nice, but you are getting an orange edge glow on the skin. Not sure if that's sss, velvet...

    It looks like the lighting colour, judging by the reflections.
  • kittenwyldekittenwylde Posts: 151
    edited December 1969

    So I've got a project that I've been putting off, and it's getting uncomfortably close to the deadline. I need to make a freaky-looking dimensional rift for a demon to crawl through for an ebook cover. Guess what? Gummy shaders to the rescue! This is clearly just a WIP, but looking at the first test render makes me want to bounce around and make silly, joyful noises. But I won't, because I don't want to scare my cats. ;) So I'll just post this and let you all see how doggone versatile these shaders are. :)

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

    Looks like everyone is making great progress!

    Sorry about the learning curve on the shader. I know how it can be when you look at something for the first time and understand the labels on the dials but don't really know what the author intended or what the expected values ranges are.

    There are some things in the works which should help narrow some of this down and help get good results faster.

    I think I am going to play hooky for the rest of the day since I messed up my back. Sitting up to type is a bit rough. I don't think I wanna say how I threw my back out or it will reveal just how old and wimpy I have become in the last few years LOL!

    Hopefully tomorrow will be more productive and I can put together some more SSS tips.

    Keep up the great work everyone.

  • almahiedraalmahiedra Posts: 1,351
    edited December 1969

    Gedd said:
    Very nice, but you are getting an orange edge glow on the skin. Not sure if that's sss, velvet...

    [Edit]Didn't see the third image when I posted this... not sure if it was planned?

    Orange is velvet. I don't know if it is correct to do this for skin,...but I think it look pretty. Effect in third wasn't planned, I only play with parameters and keep it if I like it. I try with several simple lights and one of those produce this curious thing.

  • SzarkSzark Posts: 10,634
    edited December 1969

    If you are goiing to use Velvet for skin the best rule of thumb is to pick a saturated colour of the final rendered skin colour.

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

    gilikshe said:
    Gedd said:
    Very nice, but you are getting an orange edge glow on the skin. Not sure if that's sss, velvet...

    [Edit]Didn't see the third image when I posted this... not sure if it was planned?

    Orange is velvet. I don't know if it is correct to do this for skin,...but I think it look pretty. Effect in third wasn't planned, I only play with parameters and keep it if I like it. I try with several simple lights and one of those produce this curious thing.
    Well for me, if you like it, it's right.. that's what really counts in my book ;)

    Post edited by Joe Cotter on
  • Kyu2130Kyu2130 Posts: 97
    edited May 2013

    ok so i took AoA settings and Jabba101s tweaks mixed in a bit of my own and added the toon shader. Then i adjusted the toon shader and this is what i came up with. see the link
    Only problem i have right now is the seam on the neck. no clue why its the only part of the map that didn't adjust. anyone have any ideas?
    http://kyu2130.deviantart.com/art/Toon-Test-373273972

    Post edited by Kyu2130 on
  • Age of ArmourAge of Armour Posts: 437
    edited December 1969

    kyu2130 said:
    ok so i took AoA settings and Jabba101s tweaks mixed in a bit of my own and added the toon shader. Then i adjusted the toon shader and this is what i came up with. see the link
    Only problem i have right now is the seam on the neck. no clue why its the only part of the map that didn't adjust. anyone have any ideas?
    http://kyu2130.deviantart.com/art/Toon-Test-373273972

    Could it be displacement? If there is no displacement map loaded on that material be sure to set both displacement min and max to 0%.

    The DS Default shader does this check for a displacement map and if none exists it turns off displacement even if you have the min and max settings turned way up. Shader mixer does not have this feature so I made a custom macro that would do a similar check for a displacement map. It worked but unfortunately the override caused other displacement issues so I ultimately dropped the idea.

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

    Ohh, that's good to know... now I just have to remember it. If you do written documentation, put that in the 'Things to know about this shader' section with an asterisk. :)

    Post edited by Joe Cotter on
  • Age of ArmourAge of Armour Posts: 437
    edited December 1969

    Gedd said:
    Ohh, that's good to know... now I just have to remember it. If you do written documentation, put that in the 'Things to know about this shader' section with an asterisk. :)

    Actually the shader does come with a PDF guide. The section about displacement covers this :)

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

    Thank you, I don't remember seeing it so I'm off to look right now to help cement it in my porous brain ;)

  • AdemnusAdemnus Posts: 744
    edited December 1969

    fusionla 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.


    Wallet is ready to go for Realistic Human Skin presets! and hair :)
    Looks good so far...

    my wallet is also on hot standby!

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

    No worries. My content folders are getting so cluttered I struggle to find my own stuff hehe. The downloaded version is in the Readme's folder inside MyLibrary/Content

    The online version is located at http://docs.daz3d.com/lib/exe/fetch.php/public/read_me/index/16324/16324_subsurface-shader-base.pdf

  • SzarkSzark Posts: 10,634
    edited December 1969

    Gedd said:
    Thank you, I don't remember seeing it so I'm off to look right now to help cement it in my porous brain ;)
    I have read the PDF and like I said earlier in the thread it goes a long way to explain all the surface channels so much the information supplied on the whole is good for UberSurface too.

    I also said AOA did a better job of explaining SSS scale etc in that PDF than I could ever do or hoped to do. :)

  • Kyu2130Kyu2130 Posts: 97
    edited December 1969

    kyu2130 said:
    ok so i took AoA settings and Jabba101s tweaks mixed in a bit of my own and added the toon shader. Then i adjusted the toon shader and this is what i came up with. see the link
    Only problem i have right now is the seam on the neck. no clue why its the only part of the map that didn't adjust. anyone have any ideas?
    http://kyu2130.deviantart.com/art/Toon-Test-373273972

    Could it be displacement? If there is no displacement map loaded on that material be sure to set both displacement min and max to 0%.

    The DS Default shader does this check for a displacement map and if none exists it turns off displacement even if you have the min and max settings turned way up. Shader mixer does not have this feature so I made a custom macro that would do a similar check for a displacement map. It worked but unfortunately the override caused other displacement issues so I ultimately dropped the idea.

    I went back and checked that. All are set to 0 I did a render and still the same issue. Guess I will just have to clean it up in post. Still love the product. I was amazed at the results pre-post work using the toon shader. Can't wait for the real human skin shaders. If the setup is anything like the toon and plastic shaders, I'm buying day one .

  • TJohnTJohn Posts: 11,099
    edited December 1969

    kyu2130 said:
    kyu2130 said:
    ok so i took AoA settings and Jabba101s tweaks mixed in a bit of my own and added the toon shader. Then i adjusted the toon shader and this is what i came up with. see the link
    Only problem i have right now is the seam on the neck. no clue why its the only part of the map that didn't adjust. anyone have any ideas?
    http://kyu2130.deviantart.com/art/Toon-Test-373273972

    Could it be displacement? If there is no displacement map loaded on that material be sure to set both displacement min and max to 0%.

    The DS Default shader does this check for a displacement map and if none exists it turns off displacement even if you have the min and max settings turned way up. Shader mixer does not have this feature so I made a custom macro that would do a similar check for a displacement map. It worked but unfortunately the override caused other displacement issues so I ultimately dropped the idea.

    I went back and checked that. All are set to 0 I did a render and still the same issue. Guess I will just have to clean it up in post. Still love the product. I was amazed at the results pre-post work using the toon shader. Can't wait for the real human skin shaders. If the setup is anything like the toon and plastic shaders, I'm buying day one .
    I'm assuming you're using a Genesis figure. Try selecting it all and checking in the surfaces tab. Does it say the UV set is anything other than Michael 5? I tried loading Michael 5 up and changing the UV set to David 5 and got much the same result. Citizen X was made to use the Michael 5 texture mapping set-up. Hope this helps.

  • ZelrothZelroth Posts: 910
    edited December 1969

    Szark said:
    Gedd said:
    Thank you, I don't remember seeing it so I'm off to look right now to help cement it in my porous brain ;)
    I have read the PDF and like I said earlier in the thread it goes a long way to explain all the surface channels so much the information supplied on the whole is good for UberSurface too.

    I also said AOA did a better job of explaining SSS scale etc in that PDF than I could ever do or hoped to do. :)

    The only problem I had with the pdf was the person attempting to decipher it when her brain had already shut down the learning portion for the day(night) :lol: This seems like a really great product and I had fun playing with it. Now I just have to take the Brain Awake time to learn what I am doing using the pdf and this thread.

  • SzarkSzark Posts: 10,634
    edited December 1969

    I found it easy to understand as I already have an understanding of a lot of this anyway. Yes it can be hard to fathom at times but like everything the more you learn the more you understand. Just keep at it when your brain can cope. Also I find it hard to learn things late at night, well I find it doesn't sink in as much when I do this during the day or early evening.

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    I think I'm getting the hang of these shaders now. There's a lot of dynamics to consider when doing a render, lighting being amongst one of the most vital but there are some absolutely marvellous tips in this thread for getting the most out of them. I made some alterations to my image (and used a slightly less render intensive hairstyle :D) and it came out quite nicely.

    If anyone knows where I can pick up some a K4 texture set which includes normal maps, specular and displacement maps (or at least a combination of the aforementioned), I'd personally buy you a drink. Solid K4 textures are like looking for rough diamonds in a mountain of shattered glass.

    Anyway, I'm getting off topic. I expect I'll be using these shaders for a long while to come.They're my new favourite toy, and considering I have a lot of toys that's quite an achievement! I'll stay on the hunt for better textures to improve the already nice results, but until then I'll keep experimenting to see how it can be improved further.

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