Adding to Cart…

Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
and by the way - a glossiness map is painted ONCE for a UV set... the next one changes just slightly...10 shades of grey.. that is all what is needed...

the BUmp is the real Workload.. people expect now CLOSE UPS....
Albedo can be easy made from a 3d delight texture... smootjing and bluring ....
Translucency is more or less the albedo... whitout blurring...
and there is not much more for PBR.. all the rest.. of maps (specualr, metalness and what else i got in iray produtcs.. are well - at best a sign that the author did not know that he works on skin
@jag11 Nice! I can't decide between 1 & 2. I also owe you a big thanks, After you mentioned using white for translucency color I started expirimenting and my method now involves very very pale pinks in translucency color it was the only way I was getting any of the effect at all. You're method is probably more easily controlable than mine, I've got it but its very hard changing how strong it is in relation to other things. Mine does have the advantage of no extra geometry though which means its more likely to fit on my puny gpu. But like I said more than one way to skin a cat.
I think you and I might be misunderstanding each other a little, the point of the tiny light is to isolate a very specific feature of realistic skin. the very tiny size of the light is to isolate all the other variables, to show the SSS caused by the light entering into the skin and bouncing back out (rather than the sss of the ears which is mostly caused by light passing all the way through the ears from behind).
The problem is that since the effect I'm trying to work on mostly involves skin with light hitting it its not directly evident like the backscattering of the ears is. The best wat to detect it is to have a relatively hard shadow and look for the red bleed into the shadow. In your image the shadow is to soft and small so I can't tell if there is any bleed.
(for some realworld testing I stuck my camera flashlight in a such that the side of my thumb cast a shadow on my palm, and then looked at the edge of the shadow, the light was bleeding under the skin yellow for about 1 mm and then red for about 2 before turning to neutral shadow (if that makes any sense) /
I did your second image settings with the light at 10 diameter and 10000 lumens. I couldnt make heads or tail of the location you put, it didnt include the z axis and was pointing at her knees so I placed it such that the light was pointing at her head and looking through the light the boundry was at her nipple.
Nice speach, Rashad.
In answer to 3.: Well, the naming of that parameter "Transmitted Color" for the Transmission group is quite correct/more precise. The value set in each RGB channel is the amount of light transmitted through the the volume per distance unit defined with Transmitted Measurement Distance (TMD), only the remainder, the difference to 1.0, is being absorbed.
Scattering is named "SSS Amount", and that, too, is also quite correct. The value set for SSS Amount is the amount of light getting scattered before it reaches the distance defined with Scattered Measurement Distance (SMD).
A big drawback is the lack of a proper documentation. Why doesn't it say for example that the "Refraction Index" doesn't do anything unless you set "Refraction Weight" to >0?! So many skin shader setups, even the new Generation 7 "DAZ Originals'" have one set. Makes me argue, beside other glitches, that even the people at DAZ don't exactly kow, how their new renderer works.
I totally agree. Over the last few days/weeks we discovered a lot of the tiny bits and what works and what not... and how it works. That's the good thing when more than just one head is involved, different ideas, different questions asked, different solutions presented...
I somewhat disagree, but I see your point. If a certain effect in a certain layer is somewhat very faint for the human eye, the effort you had put in to get there really wouldn't be worth it. And with the Iray Uber you can't model each skin layer seperately anyways. You'd need to construct a completely new shader setup from scratch. And then it's talking again about the effort... And regarding "backscatter", on human skin it really only occurs at a certain layer of skin, if it wouldn't be for the hypodermis, sometimes called subcutis, especially UV light would travel deeper into the body.
The geoshell approach sounded interesting, but it really is hard to make it work right/without glitches. On the most figures I tested it on, you have poke throughs in some places with certain expressions, eyes closed... not critical for mid and far range renders, but at close-ups it really can drive you mad. Turning the offset screw doesn't help, the difference is choosing between bad and really worse. I guess it simply haven't been designed to be used for someting inside a figure in the first place...
I agree...
God, If I could make heads or tails of the shader mixer for Iray, but man it is not easy to navigate. I have poked around, but AAAHHHH!
For instance I could only find one block for fresnel, but it only connected to one specific type of material. And all the st's bf's st's ef's :(((. All in all it makes me run to the comforts of blender's material nodes.
Absolutely. "Translucency Weight" simply determines, what amount of your "Transmitted Color" is layered (laid) over your "Base Color". They don't mix, as one might assume. At lower values the transmission tints the base color, and at TW 1.0 it replaces the base color completely.
It's the other way around, Andy. The translucency color value for each RGB affects the corresponding transmission RGB color value. It's a modifier, a multiplicator, or, simply put, it determines the "strength" of a transmission color RGB value. What we see in our renders isn't the Translucency Color, we see the endresult of our Transmitted Color when the Translucency Color is done meddling with it.
Affirmative. A 1.0, 0.0, 0.0 for "Translucency Color" will kill any value in the GB color channel of the "Transmitted Color". All what's left is the red portion, and that's the reason all skin settings using this method turn out to look too reddish. And then they use SSS Tint to pull the too much red. *Sense... this method doesn't make any!*
Viewing some translucency and transmission color settings in the Aux Viewport using the NVIDIA renderer preview, transmission only, scattering and reflections are set to off. Test object is a geoshell I had already in the scene:
1. Yellow Base Color, pure red translucency color, purpleish transmission. Translucency Weight at 1.0: modified transmission kills (replaces) the diffuse (Base Color).
2. Same colors, Weight at 0.75: modified transmission tints the diffuse.
3. Same colors, Weight at 0.50: modified transmission tints the diffuse, less strong.
4. Same colors except Translucency Color (pure white), Weight at 1.0: unmodified transmission replaces the diffuse.
5. White Base Color on Face, Lips, Nostrils, everywhere else 0.5 grey, pure white Translucency Color + diffuse texture map, pure white transmission. Translucency Weight at 0.50: modified transmission (by the texture) tints the diffuse.
6. Same setup, Weight at 1.0: modified transmission (by the texture) replaces the diffuse, texture details are visible, but kinda blurry. If it would be the Translucency Color in the render we see, the texture would appear to be more sharp, like if it would have been put into the Base Color.
I'm gonna be quiet and do my best to retract my earlier remarks because they were uncalled for and well, perhaps unfair. Khory makes very solid points here and I have the utmost respet for her and a significant number of vendors. Lets be careful how we say what we say, lest we be unintentionally insulting to people who work very hard.
Let's keep this to a discussion of skin settings and not have it dengenerate into insults please.
Take this for what it's worth, but I feel V3Digitimes offered some real, practical wisdom that seems to have been overlooked by the "rush to science". That was "Anyway what is important to understand is that Scattering in DS cannot be computed "like in real world". Scattering computation will use models which will try to mimic the best reality, and even more, these models will be simplified in term of sampling (color / spatial / type of scattering), to allow tolerable rendering durations."
Since my profession requires complex logic models to model real world situations, I have often felt it necessary to remind less experieced colleagues of a simple truth similar to V3Digitimes statement; No matter how complex the model, the real world is more complex still.
One must remember that for any model to be truly useful, practical considerations of time and technology require (for now at least) some simplfying assumptions or choices. This is the Art that goes with Science.
+1, wish this forum had an actual method for some sort of bumps like this
@j cade
well.. yes.. i was not clear enough.....
what i tried to say... to see how the light reacts and colors the falloff of the shadow redish... you need another light.. because 1500 lumen directly on the nose with a flashligth would color the whole shadow red.... make the spot distance bigger and just the falloff is affected....
Now if you just adjust translucency and sss direction .(to a unkown flashlight distance)... you cheat a real setup...
It must also not be a pocket flaslight - it has to do with the strength of the light and environment brightness... so it makes more sense - to first test the skin.. like i suggested (the skin reacts to a real setup and skyllight and transluency looks "real")....and then fine tune falloff in the same setup
Your 10000 lumen render looks very good! that render says way more to me how well your skinmodel reacts with light and translucency then your test...
now.. just go down or up with lumen and in reality you should see somewhere your black to red fallow (allreay well set in your case)... in a setup which we all can replicate...
I'll point out that a lot of people don't have smooth, luminous skin, and that some of the dry 'bad' skins people have pointed out look very realistic and appropriate, to me.
@timmins.william
At the end it is about taste.... BUT as a ex partner and owner of a advertising and photostudio agency.. i can tell you.. that i never saw a nose on a overexposured photo with light from a side which is not translucent! (autobracket tests - skin glossines flashbulb tests)... same to glossiness... some skins are dryer.. BUT all are in the range of 0.7 - 0.8 glossiness on the nose in PBR specular...
measured tests which you can read.. sigraph 2006 as example.. include all types and ages of caucasian skin....
For the nose, same at rendering, slightly showing translucency with strong exposures... But by curiosity, 0.7/0.8 what unit? Apples? Potatoes?
from a photo - i did alot postwork for pre-print and digital media... we had to test CMYK... splitting a image in each channel and adjust... there is ALWAYS more red in the shadow of a nose.. actually that was one of the mainpoints what we used to adjust a photo so that it looks real in print and digital space....
@V3Digitimes

photoreference and a decade experience starring on noses - and knowing that the range and effect of different skins is actually very small
the real differences makes a make up artist and post work - not the skin
@AndyGrimm
Do you have a link to the siggraph paper? I looked around on the siggraph 2006 website, but wasn't sure which you might be referring to.
Edit to say I don't mind paying for it, but want to make sure I'm getting the right one.
Ok this is very interesting as an information. I should MP you about a specific need I have.
So 0.7-0.8 is the Lightness or Value of the highlight part of the nose on a photograph, is that what you meant?
i can just point out again - that how a real or at best as possible simulated "naked" skin - migh not be what you have in mind as final result on your images... makeup powder which you see on ALL model photos including postwork... changes real skin glossiness and wet(dry look EXTREM...
Yes Ansiko who is also a movie director told me the same. Powder is the key (with using huuuuuuuuuuge flat diffusive reflector pannels). Except that in the movies the postwork is.. more difficult.
this is what i set as the highest glossiness value in Iray (glossiness weight 1, glossiness 0.8)..... for the nose.... the start point for a real glossiness map in iray.... all the rest in the face... is somehwere between 0.6 - 0.8
i referenced this document...
http://www.merl.com/publications/docs/TR2006-071.pdf
I think this is where the challenge is for most people that use D|S. Without the deep experience of knowing how untouched skin should look through a camera, most people only know what they see in a magazine or online which has always been postworked and includes fair amount of make-up, and thus that is what they strive for. Searching for untouched, raw images yeilds some pretty wide ranging results, most of which is not good at all for using as a reference.
Awesome, thank you very much.
right - you can check daz gallerie and how many people like a render - the real, looking skin ones.. dont get much likes
.. except a very old face with impressive wrinkes 
yep - i search since days for a high resolution image of a bautyfull womens natural lips whitout botox and makeup ... very hard to find - also not on photostock pages
i seriosly started to think that i must hire a model myself and shoot the needed images which i have in mind as reference and for my skintexture of a natural beauty myself
oh - and i just forgotten.... real values work only with a bump which HAS microdetails... taking the bump frum a photo in 4k - does not work.. because it is way to distorted for bringing it in the render with the needed strenght for affecting the glossines and the pores are to big because of inbaked backscattering, shadows and sss... that's why all sience skin renders work with 8k and higher resolution for normal maps on the face...AND overlay it with a real microstructure which shows the "roughnes" ON THE PORES
....

i get around this problem simulating this with a bump pattern grid also in 4k... not real.. but more real then whitout
@V3Digitimes and just in case you have a direct line to Nvida...
tell them the simplest parameter which is missed in Iray is ROUGHNESS SCALE... that's the missing thing for realistic glossiness control. and would eliminate many other maps.
And don't forget about the texture compression that D|S/Iray does as well (advanced render settings)