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© 2024 Daz Productions Inc. All Rights Reserved.
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Have you figured a solution to the blue line bug? My skin is clear, my crops are watered, you can have my nonexistent firstborn etc.
... quickly tested it on a scene where I kn ew the blue line was. and there was no blue line with colorless transmitted color. this is pretty fornicating exciting
I actually ended up changing the sss color hue AND increasing the SSS direction, and that seemed to make it perfect!
Thanks to you, I believe I may have rendered my most photoreal face ever:
The only snafu is the glowing mouth. Here's what I mean:
thanks for guide; reading it now.
the first step might be a barrier to entry for people who dont know where to go (i.e., render settings) to adjust crush blacks and burn highlights. Also "add zero in front of" should probably be "add zero after decimal".
i only mention this because i am very stupid and unironically got stuck for a moment on the "before we begin" stage.
Yes, because Iray started out as an experimental Cuda-based fork of Mental Ray that was made available to existing users of Mental Ray during early development stages since they were uniquely well placed to beta test it.
They shared exactly the same core code as of 2007 or so. As already stated by me, much has changed under the hood for Iray since then. But not in a way that would make it less capable of giving photorealistic results than its predecessor (which is the context in which Mental Ray was presently brought up.)
This sentence makes no sense. Volumetrics is a generic underlying render engine mechanism. Shaders are programmable bits of code that tell a rendering engine which of its supported generic underlying render engine mechanisms (like volumetrics) it should use in rendering specific aspects of a given image. You can have a "dedicated" SSS shader that tells the rendering engine to use only volumetrics. Or volumetrics plus other things. Or other things and no volumetrics at all. These aren't opposing factors.
Yes, Iray is a fork of Mental Ray going on 10+ years now.
Why are you both arguing over this nonsense? Post some photoreal pictures or start a Mental Ray vs Iray thread. Sheesh.
Lol yeah, sorry. This is mostly semantics anyway. And not really very relevant in the here and now regardless.
Okay I don't know how to phrase this in a way that doesn't sound kind of rude, but is there anyone besides you who has claimed Iray is a fork of mental ray? I ask, because I googled and I cannot did any reference to it as such, but plenty of prople including some official nvidia stuff that seams to clearly refer to them as wholly different engines.
Maybe I phrased dedicated SSS vs volumes wrong, perhaps brute force volume vs dedicated shader, but the point is they are 2 pretty fundementally different methods there was no random walk back in 2010 so mental ray was using some form of diffusion to approximate SSS. I notice you skipped over the main part of that scentence where Mental Ray is a biased raytracer that uses photon mapping for GI That is an incredibly ground level difference. If its a fork that started out with the same cose why did it take til almost now to get some form of strand based hair, something Mental Ray had since well before 2007
A beta from 2010 to 2017? mental ray continued to have new features developed through 2016 at the least.
Hey now I can pointlessly argue and post photos
Some vellus hair expiriments that I forgot to save before a crash *tragedy*
after looking at a lot of reference I went for lots more strands but smaller and much thinner, still imperfect but it doesn't create noticable thick lines Trying to find the balance of "actually has noticable effect" and distracting is tough
@isidorekeeghan I don't feel your "proper" way is really "proper". These are just a couple of notes that you may want to consider. Not intended as criticism but rather as technical information that may be useful.
1) The reflectance tint is intended to be used with the mono sss where there is no other way to "adjust" the sss tint. With the chromatic sss there is no need for the reflectance tint and translucency should be set to scatter only.
2) Setting translucency greater than one may cause a break in the pbr chain, it is much better to adjust the texture to remain into pbr boundaries. This for example may cause "glowing" effects depending on the texture, the sss settings, and the environment light.
3) Setting a semi-white transmitted color means there is almost no absorption in the volume so you just have scattering effects. This sure makes sss more visible but the side effect is that the figure may appear "transparent" depending on the light conditions. I'd advice you to do some tests with scene lights only without a hdr map to see how the skin reacts to strong backlights.
4) The chromatic mode is buggy stay away from zero and one values in any color channel to avoid glitches. This is confirmed and reported to the daz support. Then 0.01 and 0.99 values are fine.
5) Turning off burn highlights and crash blacks has the effect of flat mapping the whole linear space to the output colorspace. This resembles human perception better. But it also flats overexposure and rim lights that may be required or not depending on the artist needs. To mimic real cameras it is not good to turn off those settings.
@jcade Your portraits are amazing. Sorry for the misunderstanding about point lights, as I'm used to cross platforms it comes natural to me referring to point vs area lights.
What is with you people? His settings are gorgeous, they work, and he shared them with us for free. If you have better chromatic settings, I'm sure he'd love to see them. There's a lot of weird "this isn't proper PBR" and "this render engine is better" baloney in this thread. Isn't the point to make the most photoreal images as possible with iray?
j cade that is a beautiful and, I daresay, photoreal render! Iray or Blender?
One thing about Photo realism, I'm thinking about latley is: If we use HDRI maps for lighning environments, shouldn't we also use HDRI maps for props and rooms, for they bounce off lights as well and sometimes do have light sources themselfes.
@isidorekeeghan here
https://www.daz3d.com/forums/discussion/comment/5664261/#Comment_5664261
So @sunnyjei posted this in Black is Beautiful and I think it also fits in here. At least I think I would have believed that was a real person if I hadn't been told it's Maddy HD.
Figured it out. Somehow my mouth was set to "thin walled."
Still working on the tongue, etc - but at least it's not glowing anymore!
It's a great render, but as so often happens, the hair really gives up the game. Also, the water is really low-res, and her left arm is clipping through the float.
@isidorekeeghan Black and white colors are special selectors that disable volume transmission (absorption) as well as scattering in the chromatic mode, that's why you get the "glowing" underbelly. Also with your settings you get an unnatural yellow translucency with strong backlights that I advised you to test. That's expected because of the yellow sss tint you choose.
Please note that the reflectance tint will have no effect on translucency from backlights since it is just a color multiplied with diffusion so it's most visible with low translucency. Indeed with 100% translucency the reflectance tint has no effect at all. Again reflectance tint is supposed to be used with the mono mode where we have no better alternatives.
Again this is just technical information that I hope may help you in your quest for a nice skin shader, it's not intended as criticism. Though I'd not call it the "proper" way to do things that is misleading, but just "my" way.
edit. Of course feel free to include any information I provided in your guide if you feel it may be useful to others. You don't need to mention me this is just stuff.
So... any news on a script that puts Base Colour map into Translucency channel?
Both shaders (added to this thread) by Jcade and isidorekeeghan are using that approach. I quite like the look of these shaders vs default shaders for most characters, but it can be tedious to move maps.
Take a look at Map Manager
It does all sorts of map management and has some specialized ones for skin management
From one figure to another:
One for the purpose you want: Copy from one slot to another on the same figure
Thanks for the guide you put together @isidorekeeghan , you helped me a lot on understanding the "why" for some settings.
This is my attempt with a 3 point light setup, rendered with spectral = on. Not straight out from Daz Studio, as I rendered into canvas and did the tone mapping in PS.
Here's a test on darker skin with a G3 female. I think your settings are brilliant isidorekeeghan, AND you solved the infamous blue line problem!
First one is mono sss, second is chromatic w/ your settings.
^ looks a tad green.
What are good shader settings for vellus hair?