Advocating a review of G8 standard mouth shaders and its addition to the skin, lips, nails group

In the attached picture I'm showing the standard V8 materials on the left vs. my slightly modified version on the right.

The illumination is a strong back-light to better show what I deem to be a issue in the current standard for the shader of the mouth surface. The mouth shader uses a different (simplified? legacy?) setup for the SSS parameters than the rest of the skin, the effect is an uncunningly bright result in some light conditions. I've not checked every character I have, but I have the impression that many follow the standard (problematic?) set-up for the mouth shader.

The 'fix' is simple, saving a shader preset from the skin without textures and applying it to the mouth to make it uniform to the rest of the skin, with appropriate application of mouth textures where needed (a specularity map is normally missing, I tend to use the bump map, specularity and top coat are of course set up differently that the skin!). The skin on the right uses this fix for the mouth, personally I think it's an improvement (in general I also use slightly lower transmission distances for the whole skin, which can be seen on the noses).

I'd like to suggest that content creators would keep this 'issue' of the current standard in mind and avoid it. Hopefully DAZ could set the exemple, and maybe update current products shaders.

I'd also like to suggest that the mouth shader should be grouped together with skin, lips and nails, which is the group normally used to setup SSS, so to prevent the issue altogether.

Best regards

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