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© 2025 Daz Productions Inc. All Rights Reserved.
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Putting the new girl through her paces; Olympia with my skin settings, and the most classic of light setups. I'm now fully converted to the 4.9 bandwagon, whatever the fix was it worked I was not able to get results this nice in 4.8
I have to say I really like her textures, despite the fact I'm usually a pale fiend, I used to not be convinced by the mostly grey tranlucence maps, but I am now on Daz's bandwagon there
I'm also doing a render using the default sunsky. I think that in future when posting settings and the like since its a nice default that everyone has and its much less overpowering than the default hdr.
What a beautiful render! Makes me wanna buy her right asap! : )
quite stunning, j cade. How much did you deviate from the standard materials?
No changes to the any of the maps at least. I did add my tiling bump map to the top coat bump set the top coat to fresnel and with a ior of 1.22 and roughness of .18 and a weight of .2
I kept the base spec the same other than matching the lips ettings to the face to kill any lines that might appear.
for my sss settings the translucency is at .5, and the mode stays on scatter and transmitt I change the translucency color is to a pale pink (HSV 11, 62,249) and the reflectance tint I also lighten up (HSV 180,15,255)
Transmitted measurement distance is set to 1.8
Transmitted Color is a dark-ish, fully saturated red (HSV 10,250,171)
Scattering measurement distance .05
SSS amount .85
SSS directiion .5 (thoughI'm not sure if in this setup the - vs+ make a difference)
Oh and her's the sun-sky render not quite as pretty, but much easier to do a comparison to other setups with.
One thing I've really come to appreciate is how much the materials and textures of the eyes can really make or break an image. I've found myself going back to certain eye-sets because they work better than stuff that's even later.
I'm also really torn on SSS direction. You want an effect of light scattering back out of a skin. But you also want an effect of 'candling' thin parts of the body. I've heard good arguments for doing it one way or the other.
Here is my contribution! Haven't played with the skin shader in a while but you guys inspired me : ) It appears SSS is working much better in DS 4.9! Nice improvement : )
What do you think?
Still going with top coat, huh? I've mostly ditched that, except for effects, at the moment. We'll see if that lasts.
I do think the positive scatter direction does matter. I mean... we refer to the effect commonly seen as "backscatter", but I don't think that's an accurate physical representation of what happens. And, well... there's a backscatter parameter...
Either way, you achieved a nice effect.
Evilded, I don't want you to think that I believe that there isn't room for improvement for products. I do. Nor do I think that anyone needs to be quiet. Lord knows I always have plenty opinions about..stuff. Ok.. about almost everything. I think hearing other views and critiques is important if we all push for excellence and I think that improvement and shooting for excellence should be the goal.
Hey guys and gals I am starting to learn something....but I think I will buy V3Digitimes convertor sets just the same and tweek to my tastes. :)
Well, I was overly critical and not taking into account realities I am quite aware of when I made my original comment. I could have said it better. Sometimes I need a time out.
Not clear to me yet is how
.
...
translucency and refraction work together....
For scattering we need translucency because tmc multiplies
Translucency color AND
Refraction color, aka transmission color for refraction.... hmm - Ths is somehow a contradiction in my logic - 2 colors one does scatter and the other not? or do both scatter ?
Without refraction we can not get this half opaque look (example grapes).....
Does somebody know what actually happens with refraction color and scatter ? or is the idea to only us ether translucency OR refraction ? if using both doess then one win over the other (weight) I mean there are clearly half opaque materials in nature which scatter
for such a material in case refraction color (transmission color in volume) does not scatter - should we set then refraction color and transclucency color to the same color ? hmmm
to me this would be "dispersion" and a synonym for dispersion is, guess? scattering and distribution?
sounds difficult ... example.. JADE is made without translucency - Weight zero..... if transmitted color is a multiplier for translucency weight.. how can there be green in jade without translucency ? ... .. so is refraction weight ALSO a multiplier for tmc.... ?
Looks like a nice start, Toyen. Seems like her face is a different tone than the rest of her skin? More reddish?
But what I really like is the gloss distribution. You can see her face has more gloss than the rest of her skin and the scattering effects are not overdone. Like the rim light effect on the neck and shoulder.
Thank you!
It is her skin texture actually. V6s face is a bit more red than the rest of her body. The skin shader settings are same on all areas : )
I've seen this quite a few times with textures that were originally created for 3DL or Poser. Textures for V4-based figures seem to be the worse. Trying to get the overall tone of the face to match the torso enough to prevent visible seams is a huge pain.
Yes, I'm familiar with that...sometimes I do not understand the choices artists make. As I was first exploring Iray I found the female faces much harder to work with than the males. Genesis 3 seems to be better, though I only have a few of those.
Yeah, but I think in many people in real life, there seems to be more redness in the face than in the rest of the body sometimes, but the contrasts is not always what I would want.
Well, some G3F textures are nice and uniform looking but look at Tenn Josie 7 in ther promos where she is sitting for example.....her face is pink and pale and her torso has this weird, fake tan tone and then her legs are pink and pale again.
Like....why? : D
She didn't blend her foundation down to her neck. >_>
See.... now that's what I kept saying. It must be the makeup...but I'm a guy who doesn't know a thing about that, other than for stage and Halloween :)
So starting to like this skin but ran into a seam issue when I'm rendering that's not showing up when in the view port. It's just on the neck but upon checking the maps and redoing the head (internal - what I call the bump, normal, etc) maps (which helped allot) still getting a little seam showing...
Reality is unrealistic. When it comes down to it my legs arm and face are all 3 different shades (although they get closer in winter, it also used to be so much worse when I didn't like wearing shorts) A lot of even skintones in photograps are photoshop rather than reality
Not that I'm suggesting verdors start making all their ladies with farmers tans
This is a WIP of Cailin, some GS poke through(PT) in the eyes, loved the textures. PTs area super easy to fix but right now I have to finish some reports.
I am not sure if this will fix it but in the Iray Render Settings > Advanced there are two input boxes, at the top of the pane, for texture compression> Change each one to what the size of the biggest map is, say 4096 and test it.
yes - start to look better and better - but if you aim for 100% photorealism you must draw some stitches over the seam and render a scene from Frankenstein
...
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the difference of the torso size to the face... both using 4k - is wayt to much.. the best option is to use a 8k torso map.... resize. in photoshop.. and draw the realsitic skin necklines and pores over the old one... must not be perfect just in a scale which comes closer to the face...)you ca use parts from the face bump - overlay on the torso/ seam area!)... But well you use then 8k maps.. and way more RAM
It also can help to use a tile (try the 128x128px normal map and repeat it about 100 times and blend it with the bump together!
I've also run into problems with displacement maps, if you are using them. Unless they are very very very very well-made, translucency and SSS can play havoc with the seams.
It isn't that they are 3DL maps..it's that they are not up to the rigors of gamma correction/linear workflow.
Often it is not saving in the same colorspace/with the same profile at some point in the creation process. Once it's in the final jpg, it's too late/too hard to find when it occurred and in a 'gamma off' environment it isn't very noticeable. But once you start with gamma correction being ON (Iray does it by default) then those things start standing out like sore thumbs.
This is what I'm talking about realism... people aspire for this marketing perfection, but a lot of folks I know, their faces/heads ARE more ruddy than the rest of them. Complexion isn't even for most people.
Personally, differences like that make the image seem more real.
Yeah, I wasn't trying to say it was something specific to 3DL. I probably should have just said "older" maps.
They CAN make an image seem more realistic. They don't always. Depends on a lot of factors. Sometimes, it just looks wrong; other times its perfect.