Fiddling with Iray skin settings...

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  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    @KurzonDax ...

    I had some success eliminating the dark nostril and chinlines using the parameter "Backscattering Glossiness"....this is one of the most underused functions :-)...  but it is very difficult to keep control over this effect on skin..but possible... i will try to replicate what i did some weeks ago....

     

    Post edited by AndyGrimm on
  • AndyGrimm said:

    @KurzonDax ...

    I had some success eliminating the dark nostril and chinlines using the parameter "Backscattering Glossiness"....this is one of the most underused functions :-)...  but it is very difficult to keep control over this effect on skin..but possible... i will try to replicate what i did some weeks ago....

     

    Yeah, I played around with the backscattering also to try and eliminate or at least reduce the problem.  Extraordinarily difficult to control it without having a noticeable negative impact on the overall look of the skin. 

  • SzarkSzark Posts: 10,634

    man I so agree with backscattering, been trying to get my head around for sometime now without success.

  • @Szark

    I have found it useful for simulating fuzziness of certain fabrics on clothing items, but even then if you set the Backscattering weight much above 0.1, the effect rapidly becomes overpowering and details get obliterated.

  • SzarkSzark Posts: 10,634
    KurzonDax said:

    @Szark

    I have found it useful for simulating fuzziness of certain fabrics on clothing items, but even then if you set the Backscattering weight much above 0.1, the effect rapidly becomes overpowering and details get obliterated.

    exactly what I have found too.

  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    @KurzonDax....

    you can switch off shared glossiness and then set a different color for backscattering glossiness....

    For learning what this paramater actually does i set two different colors.. Blue for Glossiness - Red for Backscattering....

    You need to play with it on a marble -before trying on a skin (complex geometry).....  see my marble 2...bundled light leaves the surface in shadow areas...

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    Post edited by AndyGrimm on
  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    @KurzonDax....

    set backscatering weight ONLY to about 0.1 against glossiness with weight 1.. then you see absolut clearly what does what...

    Post edited by AndyGrimm on
  • @AndyGrimm

    Good advice! I so rarely change the shared glossy inputs setting, I never thought about that. Experiments must be run....

  • SzarkSzark Posts: 10,634
    AndyGrimm said:

    @KurzonDax....

    you can switch off shared glossiness and then set a different color for backscattering glossiness....
     

    Yeah that is in the DAZ3D docs  

  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    Full control over F(0) and F(90) can be reached with a custom profile in top coat.

    But that means you should not use glossiness in base or set the weight lower there.. 

    then top coat - CUSTOM...you see two parameters....

    marble 1.. only fresnel 90.. with 1, set this to linear color lower then skin or to zero and you cheat here physik but you will have lower rim fresnel..!

    marble 2 only fresnel 0 -> the input is here the linear color...   for skin, example: 0.028
    And a exponent of 5 is there because  F = Rs + (1 - Rs)(1 - Tv)^5) 

    - For a peferct skin you must use a touch backscattering and top coat with a fresnel custom profile....

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    Post edited by AndyGrimm on
  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    That's where my skin tests stopped - because i figured out that something must be wrong with roughness/reflection amounts.... but it dosent mean that you can not get a perfect result - balancing weight by eye and reference photos...

     

    Edit: Oh and i forgotten to mention that all effects such as specular, roughness, f90, are best to see on a BLACK marble.

    Post edited by AndyGrimm on
  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    For those which like to learn about custom curve fresnel settings...

    (1) Rs = (n1 - n2)/(n1 + n2)

    (2) F = Rs + (1 - Rs)(1 - Tv)^5

    The first part, Rs, expresses the ratio of the IORs of the two mediums involved, where n1 represents the medium in which the ray of light starts, typically air, and n2 is the medium the light eventually hits, which would be the material we are interested in, perhaps composed of some sort of glass, liquid, plastic or metal.

    The second part, F, calculates the final fresnel reflectivity based on the Rs and the Tv, which is our tangent view direction. As you can see, it is mainly the exponent (5) along with the difference between two IORs that affects the results. Thus, F is the value we ultimately want to get to, and n1, n2 together with the exponent will be the input variables that allow the user to tweak the final look.

    http://www.terathon.com/wiki/index.php/Building_a_Fresnel_shader

     

    Post edited by AndyGrimm on
  • SzarkSzark Posts: 10,634

    Ok lets see if I get this for the first equaltion

    the two mediums for example, (Air IOR 1.00 - say Plastic IOR 1.46) divided by (1.00 + 1.46) = - 0.19

  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    here a example which should demonstrate where i think all skinmodels which i saw posted yet - failed to improve.

    in this example.. i use backscattering (weight 0.5), and surpress to much fresnel rim reflections.. while still having a highligh....and roughness is somewhere close to skin/plastic.....

    Everthing is there, translucency (weight 0.5), SSS amount 0.5 , backscattering weight 0.5)  and Fresnel control... 

    The trick is to use a backscattering color close to the SSS transmitted color !

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    Post edited by AndyGrimm on
  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015
    Szark said:

    Ok lets see if I get this for the first equaltion

    the two mediums for example, (Air IOR 1.00 - say Plastic IOR 1.46) divided by (1.00 + 1.46) = - 0.19

     Yes - but you wont need to do this because .... everything is allready there in the custom fresnel curve in top coat...just use linear colors as input (aka IOR 1.5 = 0.04 )...

    And play with the exponent (rim fresnel)- where you have some examples what you actually changing on the website i posted above...

     

    Post edited by AndyGrimm on
  • Arnold CArnold C Posts: 740
    edited December 2015
    AndyGrimm said:

    For those which like to learn about custom curve fresnel settings...

    (1) Rs = (n1 - n2)/(n1 + n2)

    Uh... almost™... Rs is identical to R0 (Fresnel reflectance at 0°).  Your formula is missing the "²": Rs = ((n1 - n2)/(n1 + n2))² (https://en.wikipedia.org/wiki/Schlick%27s_approximation)

    Quatsch... you guys start to confuse me. Sorry Pete, you're right, n1 is always the IOR of air, and n2 is always the IOR of the material in question. blushsmiley

    Post edited by Arnold C on
  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    well - i posted the website because it EXPLAINS ... what formulas dont explain! how to get control over the F90 rim reflections smiley.... the second formula is the one which openend my eyes (the exponent 5 in our shader smiley...!

    Why you did not tell me that 2 months ago - Arnold laugh

    Post edited by AndyGrimm on
  • HeraHera Posts: 1,958

    By the way, is there some kind of explanation / turorial for all the surface variables for Iray. Right now I fell like I'm fumbling in the dark even upon trying to change something as simple as glossiness.

  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    Tutorial..DAZ?  hahahaha laugh


    Sory Hera - just joking... wish i had a good tutorial myself 6 months ago smiley...

    The best one i know is for MAx 3d...   (i try to find the link where it is....

    Post edited by AndyGrimm on
  • RafmerRafmer Posts: 564
    Hera said:

    By the way, is there some kind of explanation / turorial for all the surface variables for Iray. Right now I fell like I'm fumbling in the dark even upon trying to change something as simple as glossiness.

    Sure! You can start here: http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/surfaces/shaders/iray_uber_shader/start

  • i got it.... http://blog.irayrender.com/post/83815598089/iray-material-plugin-updated-for-3dsmax-2015

    download the package for 2015...  inside of the zip is a PDF manual.. which exaplains the parameters for Iray... and shows many renders... Just dont get confused when they show screenshots from 3dMax iray Gui.

    This document together with the DAZ doc which Rafmer posted above -  helped me most.

  • Arnold CArnold C Posts: 740
    AndyGrimm said:

    well - i posted the website because it EXPLAINS ... what formulas dont explain! how to get control over the F90 rim reflections smiley.... the second formula is the one which openend my eyes (the exponent 5 in our shader smiley...!

    Why you did not tell me that 2 months ago - Arnold laugh

    Umm, you didn't ask? cheekylaugh

  • "you guys start to confuse me." ? laugh....

    "Umm, you didn't ask" - Now i do smiley

    ok - because it is my intend to continue where i was before all this marble tests started - question.. backscattering...  are there any datas which can be used and making sense in our shader?

  • AndyGrimm said:

    well - i posted the website because it EXPLAINS ... what formulas dont explain! how to get control over the F90 rim reflections smiley.... the second formula is the one which openend my eyes (the exponent 5 in our shader smiley...!

    Why you did not tell me that 2 months ago - Arnold laugh

    Do you think this is what's causing the problem with too much specular for F(90)? Seems like that would be a pretty easy thing to fix.  Making that exponent adjustable wouldn't be necessarily difficult either, me thinks.

  • Arnold CArnold C Posts: 740
    edited December 2015
    KurzonDax said:

    Do you think this is what's causing the problem with too much specular for F(90)? Seems like that would be a pretty easy thing to fix.  Making that exponent adjustable wouldn't be necessarily difficult either, me thinks.

    Okay, I'm not Andy... smiley

    On the Top Coat in Custom Curve "Top Coat Layering Mode" you can manually adjust the exponent ("Top Coat Curve Exponent"), which is at 5.0 at default. Raising the exponent will make the F(90°) reflection less strong. Picture 1 (SPECULAR_10) shows the default plastic values (using the PBR SR mix). Picture 2 (SPECULAR_11) shows the F(0°) turned off, only the F(90°) is visible. Picture 3 (SPECULAR_15) shows the shows the F(0°) turned off, only the F(90°) is visible, and the exponent is set to 10.0.

    Unfortunately you can do this only on the Top Coat, on the Base you can't turn the glossy layer into Custum Curve mode.

    Sure, you can even go and lower the "Top Coat Curve 90" parameter... but that wouldn't be physically based anymore... this isn't 3Delight, and cheating has to stop! angrylaugh

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    Post edited by Arnold C on
  • Thanks Arnold.  I was just rereading through the MDL to see if it was something that could be changed for the base there.  I knew about setting up a custom curve in the top coat using the Uberbase, but I was trying to see if the shader itself could be altered to allow it to be modified for the base glossy as well.  Or is the curve hardcoded in to the Iray engine? That wouldn't make sense in my mind.

  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    ok....    

    with the exponent you can soften or harden the  transition, Falloff - between F0 and F90... here you can cheat.... a lower value softens.. and higher gives a very sharper rim!

    Setting both values to the same skinvalues on F90 and F0 (o.028 here - leaving exponent on 5  = that's how i expect skin  to look.. Image one.

    Using just the fresnel without custom curve... it looks like a breed between a steel ball and a  orange but not like skin smiley


    Using anything else then fresnel custom curve.. does set the IOR only for F0 - but leaves F90 for metal!  that was my problem since weeks - and that's why all skin renders which people posted looked ether really flat, powdered -  whitout highlights - or suddenly render in another situation,  backlight or sidelighted, wih  mirrored sky and grass colors on skin....!

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  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    here the normal fresnel layer

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  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    now skin has also backscattering and a little bit anisotrophy...not the DARK border like on the marble above!

    with backscattering glossiness and little bit backscattering anisotropy we  get rid of the black dark border!  light gets scattered in the other direction on skin to a part...  that's why nostrils edges SHINE... where now dark shadows are!.

    A litte bit overdone for demonstration - Image


    Just now this marble starts to look like a organic material to me!

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    Post edited by AndyGrimm on
  • Arnold CArnold C Posts: 740
    AndyGrimm said:

    Setting both values to the same skinvalues on F90 and F0 (o.028 here - leaving exponent on 5  = that's how i expect skin  to look..

    F(0°) and F(90°) at 0.028 for both? 0.028 would be an IOR of 1.4019177, looks a bit low, but okay... but having F(90°) at the same as F(0°) isn't physically based anymore. sad

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