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© 2025 Daz Productions Inc. All Rights Reserved.
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I have no idea what you just said, lol. I just know how to tweak my twerks with the shader settings. :/
...apologies, Skin Builder 3.
https://www.daz3d.com/skin-builder-3-for-genesis-3-female-s
In it, the default translucency colour shows as light orange (see SS attachment below)
Yeah I'm one with older hardware. I used to work with AoA's SSS utilities in 3DL before Iray was introduced and never noticed much of an increase in rendering time with that (UE was usually the major culprit).
Isn't Altern8 similar to Anigenesis 2 for G3 (I don't work much with G8).
This is the basic idea: https://www.youtube.com/watch?v=_deRNqDcwRk
But it's only useful if you use Blender, really. Although the principles can be applied to Octane, Redshift, Arnold, and some others—not iRay that I’m aware, though.
Ah...I have Skin Builder for G3 and was not much of a fan...I didn't like how it just universally darkened or lightened the color map for different skin tones. I'm also not much of a fan of LIE for anything beyond eye makeup. Skin details like freckles, etc look much better when they are blended into the skin with an image editing program like Photohsop where they can be overlayed. Here's an example of the same freckles from Skin Builder overlayed in Photoshop with the character's color map...the results end up much more natural -
Altern8 is very different from Anagenessis. It's that specific PA's personal shader tweaks built into a package, whereas Anagenessis 2 changes all maps to use just the color map (which I personally do not care for). Sometimes the results are nice, but other times it can be not so great. Altern8 doesn't seem to do dark skin very well at all. But again, it does rely on mono SSS, which is something that I don't really use anymore. I also was not a fan of Altern8's custom specular map. It replaces the character's own specular map so you lose out on those details.
Here is a quick attempt I did. I also did this for the vascularity thread.
I think one of the most important thing in search for photorealism comes from specular map and rest of the glossy settings. If light is not reflecting correctly, then different lights etc. will mess up the skin shader. Probably the biggest problem I've had is that skin is looking "waxy". I don't know if that's the correct word, but skin looks kind of lifeless and matte and absolutely not real.
...the overlays in SB3 do not use the LIE (I remember this form the product pre-release thread) and it also does involve a multiplicative blending process. Unfortunately I cannot do digital painting very well due to serious arthritis which makes for a very unsteady hand, so doing so in a 2D programme like Gimp or PS is not an option.
I have to do this on a shoestring budget which is the primary reason I didn't make the jump to G8 as in my view, the few differences didn't justify the expense of buying everything over again.
Ironically, it was SB3 (and to a lesser extend the move to a more standard weight mapping system) that finally got me to fully adopt G3 as I didn't need to buy a bunch of character content to get a library of different skins. I have a number of characters with very fair skin (and even a couple albino ones) which are almost impossible to find in the stock characters available in the store. Just adjusting the gamma (which in Daz does use the LIE) lightening it in a 2D programme is not the best solution.
Again, the image I posted a bit above used SB3 for the base skin and freckles along with Anagenesis 2 just for a bit of pore detail for closeups, I did the old photo effect in Gimp using a stock filter and a pre-written script.
How do you do this in 2.82? I tried to open the UV view, but notihing I tried turned up a render button that rendered my compositor file.
I'm not entirely convinced I couldn't get the same look from Photoshop, but that might be that I'm using a simple set up (backdrop, 2 lights, 2 white bounce planes, and a solid gray HDR to simulate ambient room lighting), so there isn't the extreme contrast the filmic/ACES workflow seems aimed at addressing.
A shot at an older character, fibermesh brows, morphs and skin and normal maps all made by myself.