Fiddling with Iray skin settings...

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  • kyoto kidkyoto kid Posts: 41,256
    edited December 2015

    ...@Arnold C. AndyGrimm, & Jag11. thank you for the tips.  That worked perfectly as it retains the SSS and gloss of the original maps.  It also helped match the eyebrows to her hair more. 

    Removed the Translucency map (there was no SSS map), set the Gamma to 1.8 and the Translucency weight to .3.Now I just need an updated skin overlay for G3F to give her freckles (only have the G2F one).

    Here are the two samples.  The one on the left is with the 3DL Josie 7 maps converted to Iray, the one on the right is with the Iray Josie7 maps and adjustments mentioned above.

     

    ...BTW, going on 62 in the next couple week, started with that"'New Math" and made it all the way through Abstract Algebra

    Leela J7.png
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    Leela j7 Iray map..png
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    Post edited by kyoto kid on
  • evilded777evilded777 Posts: 2,466

    Ok, so I'm convinced I want to do my own specular maps.

    Tips? Basics?

    Ideas?

  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    @kyoto kid

    cute render.

    "...BTW, going on 62 in the next couple week, started with that"'New Math" and made it all the way through Abstract Algebra"

    just had to read on wiki what "new math" means but i think that's what they teached me too.smiley


    @vilded777

    depends for which kind of materials.. ? For skin i dont think that a specular map is needed... glossiness/roughness map.....

    or any kind of map needed for skin... the combo mudbox(photoshop does it for me perfectly...​

     

    Post edited by AndyGrimm on
  • evilded777evilded777 Posts: 2,466

    And how would a glossiness map for skin differ from a specular map?

    I do not have access to Mudbox, and limited painting skills in Photoshop.

    I think I'm off to good start, though

  • j cadej cade Posts: 2,310
    edited December 2015

    And how would a glossiness map for skin differ from a specular map?

    I do not have access to Mudbox, and limited painting skills in Photoshop.

    I think I'm off to good start, though

    a glossyness/roughness (they're inverses of each other) controls the roughness of the specular, whereas spec maps control the overall strength, provided  you have robust bump/normal maps, its more accurate to use a roughness map as the actual specular strength is actually pretty even across the body, its just that the apparent roughness varies (the face is a bit shiner generally since it secretes more oil)

     

    Mind you if you are using just the basic bump map, I do find that the traditional spec map can be useful, as spec without a control map or strong bum can end up far to smooth and look like plastic or wax.

     

    As to physically how they look different if you examine the maps, roughness/glossy maps are much simpler; for instance, the entire underside of your arm is the same roughness therefore that part of the map should all be the same value, They don't need all the crazy black and white detail.

     

    I paint half my maps in blender, its actually gotten really easy to paint in blender, it has symmetry, can handle udim and paints across maps and seams with no problems.

    Post edited by j cade on
  • ok,,,no problem it is more easy then you think... as long as you have photoshop smiley

    somehwere in this thread i posted a screenshoot ,,, for a easy starter method using photoshop...just in 2d,,,

    You need only to understand: GREYS (linear) - Layers - and a large soft Brush....

    It is more easy if you Paint right from beginning using linear colors... so you must know how to calcualte linear colors from the sRGB space...188 grey = 128 sRGB....   = 0.5 Glossiness

    See my posting:  the 5 formulas for Iray..
     

  • here: 

    We know a sRGB color and need the linear color
    linear color = (sRGB / 255) ^ 2.2
    example: sRGB = 128 (50% sRGB grey)
    (128/255)^ 2.2 = 0.22 (22% slider)
    (187/255)^ 2.2 = 0.50 (50% slider)

    We know a slider value (linear color grey) and need the sRGB grey color
    sRGB = (slider value ^ 0.4545) * 256 
    example: 0.5 slider (linear grey color)
    (0.5 ^ 0.4545) * 256 = 187 sRGB (50% slider)
    (0.1 ^ 0.4545) * 256 = 90 sRGB (10% slider)

    This you must understand.... dont hesitate to ask if you dont get it right now.... just ask !

  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    you keep EVERY greylevel / slider value,, in a seperated layer!

    you start with the average glossiness you want - this is your base layer.. aka,,, i want 0.5 glossines you adjust the base layer to a grey 188...) i did it just close to this value - so that i still see the face)

    then you create the next layer..  pick a lighter grey and paint what you want more glossy.


    if you do it that way - you will quickly understand how to make it more perfect.... you can always Adhust the layers.. oh.. i want the nose more glossy.= make it brighter...
     

    Post edited by AndyGrimm on
  • RAMWolffRAMWolff Posts: 10,249
    edited December 2015
    AndyGrimm said:

    RAMWolff
    because your normal map is made from a Bump map.. and Bump is resolution dependent. 
    if we use 4k resolution for the face... then the torso to be in the same scale needs to be about a 16k-32k file (but is also just 4k....so the grey range (128 = zero bump)  must be 4 times lower in the torso bump before converting to normal. And some Pa's seems not to known that too.

    in most converter you can set the SCALE (height) using a parameter.

    Actually my normals were made from the diffuse maps but then what happens, and I'm not sure how to correct that issue, is that the darker colors are created as indented so eyebrows that I want to pop are not, moles and other bumps I want out since they are dark on the skin are also indented.  How does one compensate or reverse that sort of thing?  Should I make a copy of the diffuse map and invert it to make my new Normal maps?  Seems like that MIGHT work out better! 

    I guess that makes allot of sense about the resolution body VS face since the face geometry is more dense.  Not sure how to compensate for that except continue to have my settings for the face at 1.00 % and the body set to 0.25%?

    Thanks

    Rich

    Post edited by RAMWolff on
  • @RAMWolff
    I am not sure that i understand you correct...

    you try to create bump maps? or normals ? 

  • RAMWolffRAMWolff Posts: 10,249

    Yeah, the freebie IG skin essentials have positive scatter. They are worth poking at.

    Where can I find this freebie Will?

  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    for Bump maps you can do something similar as above for glossiness...

    I try to explain:

    From the diffuse - Frst you create a BUMP....then you should work on it in photoshop.

    You set the base grey color close to 128 grey but still so that you see the face... 128 = zero bump..... so for pores use a grey range of...100 - 156...(just a example - this is your BASE bump..

    Now you must make the eybrows BRIGTHER because you want them to pop out also from the pores... make them close to WHITE..(but not clipping!)

    if you are happy with your bump - you convert it to a normal..

    Post edited by AndyGrimm on
  • RAMWolffRAMWolff Posts: 10,249
    AndyGrimm said:

    it is as Mec4d said... balancing luminance is the most important thing....

    why jag's way look so good is amazing but it does .... 

    that's where i am on my way - texture and settings  right now...(lips and eyes at work...)..smiley

    I'm envious of the pores you've done there.  They look just perfect.  Any suggestions on how to get ones from say a merchant's resource to look good if not great?

  • RAMWolffRAMWolff Posts: 10,249
    AndyGrimm said:

    @RAMWolff
    I am not sure that i understand you correct...

    you try to create bump maps? or normals ? 

    Normals

  • RAMWolffRAMWolff Posts: 10,249
    edited December 2015
    AndyGrimm said:

    for Bump maps you can do something similar as above for glossiness...

    I try to explain:

    From the diffuse - Frst you create a BUMP....then you should work on it in photoshop.

    You set the base grey color close to 128 grey but still so that you see the face... 128 = zero bump..... so for pores use a grey range of...100 - 156...(just a example - this is your BASE bump..

    Now you must make the eybrows BRIGTHER because you want them to pop out also from the pores... make them close to WHITE..(but not clipping!)

    if you are happy with your bump - you convert it to a normal..

    When you say Gray at 128 are you talking about using the Levels to set the gray to 128 (middle slider)? 

    Here is a bump map I devised.... I used an inverted freckle, mole and eyebrows to make things pop the way I wanted them to....

     

    ScreenHunter_11 Dec. 13 11.55.jpg
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    Post edited by RAMWolff on
  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    @RAMWolf


    I can not recommend a daz bump map yet... all which i saw or own myself,  are poor...

    But you can take one and make it better!... as i did for my test's....

    You load your bump in photoshop...

    then you take the eraser tool... and set the color to 128... then use a opacity for the tool (20%)..... with every strike over a part where you want LESSER bump.. you reduce the grey range -> the bump goes smoother...


    That way i clean the bump.. mayke the nose "smooth".....remove ugly parts.


    NEXT:

    you load a nice clean pore bump file...(tiles)...
    and fill a layer with it....

    then you do the same.. where you dont want large pores - you smooth them.. using the eraser tool...


    Also here -> this is a easy way for starters.. but you will end with a nice good bump map.. which does what you want!
     


     

    Post edited by AndyGrimm on
  • RAMWolffRAMWolff Posts: 10,249

    OK.  I'll try that.  Do you have a tilable pore bump you can point me too?  Do I use that on the whole body I guess not but then I guess I'll have to blend that out to nothing from the face to the neck

  • RAMWolffRAMWolff Posts: 10,249

    Here is a 100% view of the nose and mole bump...

     

    ScreenHunter_12 Dec. 13 12.01.jpg
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  • on the body (at the moment) i use a normal tile and set the orginal bump very low - ...  so that i can create the same scale as on the face with the pores (tiles . 100x)...  That works well if you dont make extrem closeups of body parts...

    I search my HD moment...

  • RAMWolffRAMWolff Posts: 10,249

    OK.  Thanks!  laugh

  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    her the same pore file, normal and as bump... 
    this are the ones you see in my test render... in addition to a smoothed (overworked bump) 


    the bump tile - i just adjusted to make the background grey 128..when i blend it with the base bumo in photoshop (fill a layer adjust the bright background of the pores to 128).. blend it with the orginal base...

    poresbump.jpg
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    pores.jpg
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    Post edited by AndyGrimm on
  • mmkdazmmkdaz Posts: 335
    jag11 said:
    magnumdaz said:

    Hello @Jag11. Great render! Please, my english is not great.

    Are you saying, that you created a skeleton with skull and bones under the skin to prevent light from transmitting too far in to the skin?

    That is correct. My first attempts I was using Michael 4 skeleton, it allowed me to improve skin appearance but sometimes light finds holes that ruin overall look, that's the reason I use GS. 

    This is brilliant to me! What is more amazing, is others in the forum took the information and applied the change so quickly. So many smart people!

  • RAMWolffRAMWolff Posts: 10,249
    AndyGrimm said:

    her the same pore file, normal and as bump... 
    this are the ones you see in my test render... in addition to a smoothed (overworked bump) 


    the bump tile - i just adjusted to make the background grey 128..when i blend it with the base bumo in photoshop (fill a layer adjust the bright background of the pores to 128).. blend it with the orginal base...

    Thanks so much Andy!  :-)

  • RAMWolff said:

    ok Here is a 100% view of the nose and mole bump...

     

     this does not look to bad to me - one of the betters i saw.....   this is maximum what you can get out of a photo - wrinkles dark, microstructure flat.... you will not have much problem to make that one perfect.

  • RAMWolffRAMWolff Posts: 10,249

    OK.  My try with the pores are OK but not sure what blend mode I should use?  I created a new layer, filled that with white and then filled that with the pores you provided, used the Wand to select the shape of the bump map below, deleted the unneeded exterior of the shape and then tried all the blending modes to get the pores to look like... pores.  The best mode is Darken.

    See the 100% screen grab.  Sorry to be a pita about this, just trying to understand the basics of how you achieve your results first via PS then see what happens when I load it up in DS.

    I know I'll need to go through with a soft eraser to get the pores off of the lipes and eyelide, etc....

     

    ScreenHunter_13 Dec. 13 12.22.jpg
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  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    you just did the basics.. looks ok to me...

    clean it up....   do a test render.. if the pores are to strong  adjust the layer with opacity...

    Post edited by AndyGrimm on
  • Oso3DOso3D Posts: 15,045
    RAMWolff said:

    Yeah, the freebie IG skin essentials have positive scatter. They are worth poking at.

    Where can I find this freebie Will?

    http://www.daz3d.com/forums/discussion/66860/2015-holiday-pa-giveaway#latest
  • RAMWolffRAMWolff Posts: 10,249
    edited December 2015
    AndyGrimm said:

    you just did the basics.. looks ok to me...

    clean it up....   do a test render.. if the pores are to strong  adjust the layer with opacity...

    Yea, did the opacity thing.  Also cleaned up around the eyes, where the other maps will blend with the face maps so there is no cut off lines, lips.  Looks pretty good to me now.... Have the Darken mode set to 40% opacity

     

    ScreenHunter_14 Dec. 13 12.32.jpg
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    Post edited by RAMWolff on
  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    ok - you are quick smiley..

    and let us see a render! yes

    Post edited by AndyGrimm on
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