Getting rid of bumpy skin--looks somewhat like orange peel

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Comments

  • EtheralEtheral Posts: 91
    edited April 2018
    wsgentry said:

    Here's a partial render with the settings you gave me.  It's pretty good.  Thank you!

    Scott

    There's still a bit of a seam there. You should try set the Top Coat Weight to 0 on the torso and arms. If that doesn't remove the seam, you can try set Glossy Layered Weight to 0 too and see if the seam is gone. I've had seams like this caused by mismatching top coat settings before.

    Post edited by Etheral on
  • agent unawaresagent unawares Posts: 3,513
    wsgentry said:

    I want to apologize for any misunderstanding regarding this issue.   I have had a post removed because it was claimed the post was inaccurate and misleading.  While I contend it was neither, I do realize that venting publicly over things for which I have no control is unacceptable.

    Texture problems are irritating, especially subtle ones that don't show up obviously until you do a final render, so I feel your pain.

     

    Etheral said:
    wsgentry said:

    Here's a partial render with the settings you gave me.  It's pretty good.  Thank you!

    Scott

    There's still a bit of a seam there. You should try set the Top Coat Weight to 0 on the torso and arms. If that doesn't remove the seam, you can try set Glossy Layered Weight to 0 too and see if the seam is gone. I've had seams like this caused by mismatching top coat settings before.

    I see that too. Specular might be based off the same maps as the bump.

    Honestly, at this point I think I would just keep the diffuse and SSS textures, and swap out the bump/specular stuff with some other maps like Victoria 8's, or any other figure that has nice bump maps.

  • wsgentrywsgentry Posts: 572

    It's late.  I just finished this render.  See any problems with skin texture? I can't.  My eyes are shot for the night.  I want to get the skin tone right, so that's lighting--it's not the final render, just a WIP.

    Scott

    November man final render.jpg
    2160 x 2160 - 3M
  • agent unawaresagent unawares Posts: 3,513

    It looks fine to me.

  • wsgentrywsgentry Posts: 572
    edited April 2018

    Thanks, Agent.  yes  I'm playing around with lighting.  I need to get the hair to be more pink/purple in the render (no hair light--casts odd shadows) and the skin a bit more pasty as in the still capture I posted earlier.   I have made the jaw sharper, but the eyes in the render above are too big.  I went back to the original eyes. 

    Etheral said:
    wsgentry said:

    Here's a partial render with the settings you gave me.  It's pretty good.  Thank you!

    Scott

    There's still a bit of a seam there. You should try set the Top Coat Weight to 0 on the torso and arms. If that doesn't remove the seam, you can try set Glossy Layered Weight to 0 too and see if the seam is gone. I've had seams like this caused by mismatching top coat settings before.

    Thanks!  Top Coat Weight was default at zero for the torso and arms.  Glossy layered weight was at .5 so I reduced that to zero just now and currently rendering.

    Scott

    Post edited by wsgentry on
  • Oso3DOso3D Posts: 15,013

    I don't think it's the case here, but sometimes when there is a bizarrely localized problem involving bump or opacity or similar, double check the image editor for the bump/opacity/displacement/etc map and check the Gamma.

    Normally, many maps should be grayscale images, and Gamma should be set to 1 in the image editor. Occasionally something weird happens and it'll get thrown off on, say, the arms or something; if the displacement or bump or whatever of all surfaces is Gamma 1 and one particular surface is Gamma 0, it's going to look off.

     

  • wsgentrywsgentry Posts: 572
    Oso3D said:

    I don't think it's the case here, but sometimes when there is a bizarrely localized problem involving bump or opacity or similar, double check the image editor for the bump/opacity/displacement/etc map and check the Gamma.

    Normally, many maps should be grayscale images, and Gamma should be set to 1 in the image editor. Occasionally something weird happens and it'll get thrown off on, say, the arms or something; if the displacement or bump or whatever of all surfaces is Gamma 1 and one particular surface is Gamma 0, it's going to look off.

     

    Thanks!  I'll check that out as soon as I finish this render.  I looked at your products.   They seem interesting, you have a lot of experience with shaders?  When I was playing with dForce making sheets, blankets, beds, etc., I was always at a loss for shaders.  They're so critical for making objects look good.  Thank you again!

    Scott

  • wsgentrywsgentry Posts: 572
    edited April 2018

    Interesting.  All gamma's for all skin surfaces were at 0.  No mismatches. 

    Edit:  The face and arm bumps were at 1.   I changed them to match at 0  Rendering.

    Scott

    Post edited by wsgentry on
  • wsgentrywsgentry Posts: 572
    edited April 2018

    Here's the render with face and arm bumps at 0.  I don't see much difference, but then arms aren't a part of this render.  :)

    If you look closely at the right eye of the figure, you can see the center fill light is a lower temperature than the other lights reflecting in the eyes.

    Scott

    November man face and arm bumps at 0.jpg
    3840 x 2160 - 6M
    Post edited by wsgentry on
  • Oso3DOso3D Posts: 15,013
    edited April 2018

    I think I’m pretty decent at shaders. There are some tech heads that know a lot more, but I’ve stubborned my way through a lot. :)

    What sets apart my shaders from most is that my shaders are generally redone in Shader Mixer, so they do different things than usual.

    Nearly all other shader packs are, instead, material settings and image maps to produce different effects. Which is also very cool and powerful, but just want to be clear.

    For example, my iridescent shaders add color at glancing angles, which doesn’t normally happen in a shader.

    OMS1 takes two layers of settings and distributes them using a noise function. Again, that’s not what the default shaders normally do.

    Otherwise, the named parameters and characteristics of an Iray shader should be consistent.

    Post edited by Oso3D on
  • wsgentrywsgentry Posts: 572

    Here's a render with a new scene--sunlight only, no other lights.  There is splotch by the nose.

    Scott

    November man new scene sunlight only.jpg
    2160 x 2160 - 3M
  • agent unawaresagent unawares Posts: 3,513

    That looks like a shadow.

  • wsgentrywsgentry Posts: 572

    That looks like a shadow.

    Dunno about that, Agent.  If it was a shadow wouldn't the point of the nose cast bigger given the angle instead of just the nostril?  I'm going to rotate the figure a bit to see if that's the case.

    Scott

  • wsgentrywsgentry Posts: 572

    It's not a shadow.  I rotated the figure and it's lighter on both sides.  So, no shadow.

    Scott

  • agent unawaresagent unawares Posts: 3,513

    If you are talking about the slightly darker spot just underneath the curve of her nose, you can get rid of it by opening the diffuse texture in an image editor and cloning skin from nearby over it. It looks like normal skin variation from the original person that was photographed for the texture, but I can understand someone wanting it smoother.

  • wsgentrywsgentry Posts: 572

    It's behind both nares where a cheek crease would be if I added it.  I wonder if Mousso photographed Olga Kurylenko?  :) Na, no blotch there. 

    Scott

  • wsgentrywsgentry Posts: 572

    This is the final render of the figure.  There is a splotch on the cheek behind the nostril and the nostril itself is miscolored.  All that said, I got close enough to be satisfied with the render.   There is only one light source for the render:  Sunlight through sliding glass doors. So, here it is.

     

    Scott

    November man last render.jpg
    2160 x 2160 - 3M
  • wsgentrywsgentry Posts: 572

    Just an update.  Emma from support is working hard at finding a resolution to the splotches.  She has sent me renders she's done and I see what I see in mine on hers--especially when makeup from the character is used.   I have sent her my .duf file by request so we'll see how it goes.

    Public thanks to Emma for sticking with this!  You rock!

    Scott

  • agent unawaresagent unawares Posts: 3,513

    Emma is the greatest.

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