Skin Detail Resource 1 What does this do?
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in The Commons
https://www.daz3d.com/skin-detail-resource-1
Is this product a way to add the PBR skin detail without having to fiddle with a whole bunch of stuff?
Comments
It's a Merchant Resource, and probably most useful to those who make their own textures.
I know it can be a merchant resource but it says
"Use in any program that can use seamless tiling textures, use the .duf files to apply the maps to the 8.1 skin detail channel" What is the 8.1 skin detail channel?
Genesis 8.1 skin shader has a new "detail" section. It must be intended for that.
In there there are additional normal and roughness maps.
Although I do not know how they are affecting the look.
bluejaunte posted in the main Gen 8.1 F thread about microtextures: https://www.daz3d.com/forums/discussion/comment/6413131/#Comment_6413131
Yes, there is a new switch called "Detail Enable" (in addition to makeup etc). once activayed you can add the micro detail maps there. Very good to enhance G8.0 characters that are transferred to G8.1
This micro detail collection is great in my opinion and very easy to use. Here is an example closeup of one of my characters (based on Emmeline from sangriart) in her 8.1 version after a little tweaking and adding one of the Skin Detail maps {click for full 2K*2K view).
By the way, there are skindetail maps included with Victoria 8.1 that one can use to try this out.
Ciao
TD
Oh, and I love, love , love the eyes in this update. Just wonderful in my opinion.
Unfortunately, the forum compression smudges much of the detail... Boo
It's a brilliant addition and something I've considered creating a shader for in the past (and now glad I don't have to!)
Perfect I just saw the skin detail channel just now
Literally not seeing any skin detail in her skin
Look in areas like her jawline, sides of the forehead, and nostrils/tip of nose. You're also going to need to maximize the photo, forum-size won't show anything. Afterall, you're dealing with micro details.
if you say so.
What would sell it is a side-by-side comparison with and without the micro details. Is this with or without peach fuzz?
This one is Victoria 8.1 with a bit of Carra and Keyanna mixed in with the new skin shader. I used the default HDR lighting as I still don't have any light sets installed but I can definitely see the difference in the new skin shader now that I've had some time to inspect and render with it. I also lowered the transluceny as I thought she was too reddish
This product, like so many others, would probably get more sales if it was more clearly explained.
I noticed the Victoria 8.1 character has lots of appeaing skin detail that I can actually see, even in the IRAY preview. I don't know if I've seen anything like that before. Maybe I just don't have the right subdivision setting or something. But anyway, I'd like to know if this Skin Detail Resource product has something that I can use to make older characters have the same detail. If I apply the material settings from a Genesis 8 character, or even Genesis 3 character, to the 8.1 character and then click on some preset from this Skin Detail Resource, would the character magically have a more impressive amount of detail than the G8 version ever did? Or would I have to be some kind of DAZ Studio wizard to know what to do with these files?
And does this product enhance the original skin with more details (normal or bump or whatever they call it) or does it replace the original skin completely (limiting me to just the skins included, which don't seem to include any dark skin)?
if you were familiar with the Iray PBRSkin shader settings - which i think most users will become in the short term future - i think it's pretty obvious how it works from the description on the product page.
The 'details' channels are separate to the full body texture maps for bump, normal, etc. I assume these 'details' channels are multiplied in addition to the normal map and specular maps, and can be tiled independently. Therefore you can use a texture map for full body and also the tiling texture details together, as they seem to be additive.
That was one of the slated benefits of the new shader listed on the 8.1 page - i.e., able to use the texturing xyz tiling textures.
Is it possible to add more than one detail normal map to a character? I can't see a way to do it.
I am staring at your image for a while now and can not see any details.
The skin details are part of the new Skin PBR Shader, not Genesis 8.1 itself. So if you just apply a G3/8 preset to G8.1, you are just overwriting the shader and then you won't have the detail slot needed for this product. You can still use this to improve your old characters if you manually apply the maps and settings from the Uber Shader to the new skin shader. Then this product can be used to add that nice skin detail texture which is especially useful for closeups.
The included maps in the product are basically pore details, they won't replace your character's skin. Yes, they enhance the textures, not replace or alter them. I am using Victoria 8.1 here, but what it does is basically what you can notice if you click for the full size image.
No. There is just the normal and detail normal slots.
In normal circumstances, you don't need more than one for detail. You can individually set the tiling number of the detail maps to adjust them to the camera distance ans/or UV scale difference. But it would be nice to have more than one for scars or other things.
As I stated above the image, the forum image compression trashes a lot of detail. Also for that render the effect was pretty subtle to begin with. Not the best choice as example, I admit that. Here is the same character with lighting set up to emphasize the details and with the effect turned up a bit. There is no overall normal or bump map, everything you see comes from the maps in the details channel. Look at forehead and shoulder/collar region.
Ciao
TD
(Edited for typos...)
That looks great, especially for being the detail maps only!
Not sure if I should post this here or in a new thread....
But I have a question about using this product with Iray Uber skins:
I got the Skin Detail Resource 1 product recently, and it looks really awesome. But I've been too impatient to learn the new PBR skin shader. A lot of the skins I'm using right now rely on Skin Reflectance tint, so they aren't looking right with the PBR shader. I will definitely take the time to learn the new shader... eventually.
But in the meantime, is there any way to use the skin details with Iray Uber skins?
The Skin Detail Resources require tiling for the detail to be independent of the other texture maps. This is not possibible with the Iray Uber shader as far as I know. So, using them with the old shader will not give good results.
TD
Edit to add: I find the SkinPBR shader very easy to use. I like it much better than the old one. If you have Victoria 8.1, her skin setup is a great start point. Just load it onto your charactewr and then change the diffuse and SSS map to get a decent start point.
Edit to update: It is in fact possible to tile images in the IrayUber shader differently on a per surface base. Thanks to Hellboy for the correction! See his post further down for detail.
well thanks for gaslighting me earlier then lmao
to be fair, it takes 5 seconds to "learn" the new shader.
this thread explains using the new shader. https://www.daz3d.com/forums/discussion/467201/step-by-step-using-the-new-pbr-skin-on-genesis-8#latest
I actually followed those steps, and the skin came out looking really messed up. I'm also working on a commercial project right now, so that takes precedence. If I can just add it to existing setups, great. But for now, I don't have time to mess with it.
I haven't gotten the new Victoria yet, since I'm in the middle of a long term project, and I can't see myself using her for quite some time. She looks great though, so I will be sure to pick her up eventually, along with some other new 8.1 characters.
Edit: I will just hold on to it for later use. Thanks for your answer!
I can definitely see the improvements now. Non-HD G8F are always very lacking in the collar/shoulder area.
Are the details on the lips also from the detail channel? I have Emmeline as well and her lips are very plain on mine. I don't have this product yet but may I know your settings in the detail channel?
You would have to put the detail normal map in the regular normal slot, which might be a problem with characters who already use normal maps. Roughness map, I'm not sure what you could do instead. But the important one is the normal one anyway.
You can individually set the tile number in Image Editor, in the menu when you place a new image. Remember to use different repeat values to compensate for the scale difference in UV islands, for instance, you want the torso to repeat more times than the face.
Ah, that is something I never realized! Could be very useful. Thanks for letting me know. I will edit my post to not mislead anyone!
TD
@i5357ok Just checked and for the lips I had added the normal map from Vic 8.1 at a low setting (0.6) to get some more lip specific structure. All other surfaces use only the detail maps.
Ciao
TD