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I need to read this thread in depth. Here is Shan HD moved over via Diffeo and she sure looks like a mannequin.
When applying this Node, does one select the Mesh of the imported DAZ figure?
Yes, for the face, ears, lips, torso, arms, and legs.
Not sure I did it correctly. I don't see a difference in my render. I'll look at the shader tab.
Mostly I'm using 2.79 for my pipeline. But this time I was messing around with sss params in 2.91. Here is a couple of renders of my custom character.
Cycles
Eevee
@Vyusur Judging by the shadows and sss I'd swear the first is eevee and the second is cycles.
Nope, it's just as I said.
Well, this is interesting. In Studio, I did a second version of the scene by removing the lights and backdrop and adding a DTLP HDRI for lighting in the Dome. Exporting via Diffeo doesn't bring the HDRI along, so I added two area lights on either side of the camera. The one to the right is 500 w and the one on the left 250w. I hadn't let applied any additional shaders to the skin, but this does look much better.
Yeah, it sounds wierd, but I more often like Eevee than Cycles when I can detect any discernable difference at all between to rendered frames at a glance.
That's odd. The eyes in second picture show both noise and random walk artifacts that's only possible in cycles.
And yet it is so. I made a couple of close-up screenshots.
@Vyusur If you don't mind sharing the scene I'd be insterested in your setup. Mainly because I get the sss much stronger in eevee than in cycles, while you seem to get the opposite. And also because I'd like to look at the strange green artifacts around the eyes in eevee, that are usually caused by random walk in cycles if you don't separate disconnected meshes.
Since the character is yours a basic G8 with the same materials will do for me.
I'm sorry, but I can't share this scene, since the figure in the scene is a WIP that I make for sale.
@Vyusur I'm not interested in the character, that I believe couldn't be shared anyway as for the daz eula. I'd like to look at the materials so a blender monkey with the same skin will do for me. Then if you need to protect your material setup too and don't want to share I understand it. Cheers.
Ok! Suzanne:
@Vyusur Thank you.
I don't know why the light seems to pass through the character's body, see the circled area of the attached picture. I have turned off the subsurface by setting it to 0.0 at the shader. Any clue?
Hi Amy_Aimei - Do you have translucency on? If SSS is 0 and transluncy is off, there really should not be anything glowing (light should not be penetrating the skin). Can you post a screenshot of your nodes and whether you are using Cycles or Eevee?
The setup is so simple. The group of nodes for the skin material takes 2 inputs, the bump map and the diffuse map. There is only one light in the scene located on the left hand side (from the viewer's perspective) of the scene. The light setup is shown in the second picture.
I'm using Cycles to render. The render settings are the same as the default comes with Blender 2.90.1.
Noted that I also tried without the RGB Curves and rendered in various versions of Blender, i.e., 2.79, 2.80, 2.83, and 2.90.
Your input in the Base Color socket of the principled BSDF node is a jpg, but you have it set to non-color. Try changing that to sRGB.
That jpg you saw in the screenshot is the bump map. That's why it is set to non-color. The jpg for the diffuse map is set as sRGB.
I think that is at least mostly just bounce light, bouncing off the figure back into itself, for whatever reason this effect always seems stronger in Cycles than Iray, though you can get it in both (and it is also a thing that happenes in the real world too)
It's actually something I frequently try to accentuate in renders as it's a common feature of classical portraiture (it's in almost every baroque portrait and I love it) - it should also become *less* strong when you add sss and more light will be absorbed, thus less light bouncing off to cause the effect.
edit one of my favorite painting examples
see that highlight on the underside of the chin helping to seperate it from the neck without relying on a strong shadow? (also just the indirect lighting in the shadow of her hat, this painting is absolute lighting goals for me)
I see nothing odd. But you may try disconnecting the textures from the principled shader so to get if the issue is from the textures or the shader setup. That may be a first step.
Thanks Krampus, j cade and Padone for comments and suggestions. With all these suggestions, I've found the cause of that. It is the light (Sun). I deleted the light and linked a HDR image to the Background node for the World. The output looks better than the one with the light.
As you may notice, I tried to make a skin material for using with Blender Cycles renderer to achieve the similar result as the Iray renderer.
Very helpful, thanks. Can I ask what HDRI or lights the iray example uses? For testing purposes.