Fiddling with Iray skin settings...

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  • RAMWolffRAMWolff Posts: 10,249
    AndyGrimm said:

    @RAMWolff

    in Iray you dont need many different maps for skin....

    Diffuse aka base
    Translucency
    Glossiness
    Good Normal/Bump/Displacment...

    That's it.. specular is not really needed...

    The rest is in geometry and shader settings...

    I try currently to improve and understanding better tmc, tmd and scatter....

    what i think is clear to me....    transmitted  color is added to base - i think the invert color (absorbation) of tmc multiplied with translucency - based on transclucency weight  uses additive color mixing with base.. and the final result.. goes then in the scatter ... clear? laugh i did not mention what transmitted distance does with all this, because all the above applies to a tmd distance of zero smiley... lol.. sorry cheeky
     

    Not sure what TMC is... unless you referring to the celebrity show on TV!  Ooops, sorry, that's TMZ!  lmao cheeky

    OK, took another set of screen grabs.  As you can see I have 4 maps but two of them are doubled up.  The Glossy Map, that's the dark noisy one was inverted using the DS Image Editor.  I was careful to name each screen grab for each channel it went to. 

    I agree from the other members observation that the skin looks very plasticy.  I do like the tanned tone though so don't want to change that if possible. 

    Advice?

     

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  • Gr00vusGr00vus Posts: 372
    edited December 2015

    You should grab Andy's mini micro detail normal map from earlier in the thread December 10 and put it in the the normal map. Mess around with the normal map strength setting and the tiling (in the layered image editor) to give her some more skin surface irregularity to break up the highlights. 

    RAMWolff said:
    AndyGrimm said:

    @RAMWolff

    in Iray you dont need many different maps for skin....

    Diffuse aka base
    Translucency
    Glossiness
    Good Normal/Bump/Displacment...

    That's it.. specular is not really needed...

    The rest is in geometry and shader settings...

    I try currently to improve and understanding better tmc, tmd and scatter....

    what i think is clear to me....    transmitted  color is added to base - i think the invert color (absorbation) of tmc multiplied with translucency - based on transclucency weight  uses additive color mixing with base.. and the final result.. goes then in the scatter ... clear? laugh i did not mention what transmitted distance does with all this, because all the above applies to a tmd distance of zero smiley... lol.. sorry cheeky
     

    Not sure what TMC is... unless you referring to the celebrity show on TV!  Ooops, sorry, that's TMZ!  lmao cheeky

    OK, took another set of screen grabs.  As you can see I have 4 maps but two of them are doubled up.  The Glossy Map, that's the dark noisy one was inverted using the DS Image Editor.  I was careful to name each screen grab for each channel it went to. 

    I agree from the other members observation that the skin looks very plasticy.  I do like the tanned tone though so don't want to change that if possible. 

    Advice?

     

     

    Post edited by Gr00vus on
  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    @RAMWolff

    your glossines map does still look the same - inverted or not..  what i mean... the shades are more or less in the middle or very dark and painted wrong...

    if you want 0.5 glossiness (the slader value in PBR specular) ... then you paint a grey with 188....    everything you want with more glossy - goes brighter (188 - 255) and everything with lower glossiness uses 0 - 188.....

    use 0.5 from the slider (WITHOUT A MAP IN THE SLOT) as orientation (0.5 slider, no map there - = 188 grey in sRGB!)...(with glossiness WEIGHT 1)...

     

    Post edited by AndyGrimm on
  • evilded777evilded777 Posts: 2,466
    edited December 2015

    My go at Olympia 7

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    Post edited by evilded777 on
  • evilded777 shee looks great - also her face (modeling) is one of the most realistic which i saw yet for Gen3...this is a big part of realsim... all other gen3 dosent look real to me because of wrong face proportions...

  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    @evilded777   her left ellbow just catched my attention.. is that in the HD mesh? or normal? ..... do the elbow "thick skin" wrinkes react to movement, stretching of the arm? 

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

    I have a lot of overlapping morphs for Genesis/Genesis2, plus I have a number of key skins without eyebrows (since I like to add those separately), which means my interest in new figures is usually limited unless it does something REALLY unusual.

    (I got Macroskin because it has very high detail normals on the torso and eyebrowless option)

    It's going to take a lot to get me to migrate to Genesis 3, but the nice thing about all this skin detail is that it's not particularly tied to generation; I've had good results putting a nice Iray skin on Victoria 4. (Just as an experiment)

     

  • Gr00vusGr00vus Posts: 372

    The wrinkles are too prominent on the right elbow too - they should hardly be there at all in that particular pose. 

    AndyGrimm said:

    @evilded777   her left ellbow just catched my attention.. is that in the HD mesh? or normal? ..... do the elbow "thick skin" wrinkes react to movement, stretching of the arm? 

     

  • that's why i ask... it is a extrem bending position - weightmap addjustment could be over the limit.... the wrinkels are to high on the forearm.. should be 5 cm lower... (in reality the skin would stretch and they go.. but we are not there yet in daz, dynamic maps - welll THAT would be great smiley

  • if they are in the normal map then strength is simple way to high  - because i see there are wrinkles over a way to large area on the ellbow -> see the right ellbow too...  is a little bit a minus to the perfect face of the model... but maybe that can be adjusted.

  • Gr00vusGr00vus Posts: 372
    edited December 2015

    I just wishlisted and item at the other site that advertises itself as an Iray skin converter for V4/M4 + Genesis skins. The only reason I wishlisted it is because it says it includes normal maps. That was the selling point for that item for me. 

    On another note I also stumbled upon a  G3F body hair item (not just the pubic area, but it looks like it addresses all other surfaces as well - except face of course) there that's piqued my interest. It'd be nice to add that extra level of detail.

    I have a lot of overlapping morphs for Genesis/Genesis2, plus I have a number of key skins without eyebrows (since I like to add those separately), which means my interest in new figures is usually limited unless it does something REALLY unusual.

    (I got Macroskin because it has very high detail normals on the torso and eyebrowless option)

    It's going to take a lot to get me to migrate to Genesis 3, but the nice thing about all this skin detail is that it's not particularly tied to generation; I've had good results putting a nice Iray skin on Victoria 4. (Just as an experiment)

     

     

    Post edited by Gr00vus on
  • SorelSorel Posts: 1,407
    AndyGrimm said:

    @evilded777   her left ellbow just catched my attention.. is that in the HD mesh? or normal? ..... do the elbow "thick skin" wrinkes react to movement, stretching of the arm? 

    That is probably the normal map.

  • RAMWolffRAMWolff Posts: 10,249

    Sorry Andy, I didn't understand much of what you stated there.  Do you mean Gray set to a value of 188, 188, 188?  That would put it at a very light gray value if so.  All the glossy maps I've sen look very dark or somewhere in the middle gray scale wise. 

    I used the settings below, posted by another member here the other day, as s/he was trying to create a mapless skin tone which I very much liked but not seeing the nice skin tone so not sure what I did wrong. In any case I removed all the maps except for the Bump and Normal to get a feel for what's going on with the pores (Gr00vus I do have Andy's complimentary pore maps! smiley ) As you can see the rendering looks like the pores are inversed but those maps are NOT inversed so not sure why things look like they are bumped out.  One more mystery to solve.  Upon looking at my maps the pores are NOT inveresed at all.  See the image below for a screen grab of the Bump map...

     

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  • @timmins.william I also did not buy into gen3 yet... that's why all my test showed just gen3 with a little bit overworked original maps...(or my own tries)...

    one thing which i noted is that i liked the eyes of gen2 better - but i cant say really why ... in closeups gen2 eyes did look better to me.

  • Gr00vusGr00vus Posts: 372
    edited December 2015

    Based on those settings, it doesn't seem like any normal map is being applied at all. 

    Also, the pores on that bump map are really, really big/pronounced. I suppose that's a bump map generated off a photo reference, as it seems there are skin blemishes and things like that included in the bump map which will throw things off some.

    RAMWolff said:

    Sorry Andy, I didn't understand much of what you stated there.  Do you mean Gray set to a value of 188, 188, 188?  That would put it at a very light gray value if so.  All the glossy maps I've sen look very dark or somewhere in the middle gray scale wise. 

    I used the settings below, posted by another member here the other day, as s/he was trying to create a mapless skin tone which I very much liked but not seeing the nice skin tone so not sure what I did wrong. In any case I removed all the maps except for the Bump and Normal to get a feel for what's going on with the pores (Gr00vus I do have Andy's complimentary pore maps! smiley ) As you can see the rendering looks like the pores are inversed but those maps are NOT inversed so not sure why things look like they are bumped out.  One more mystery to solve.  Upon looking at my maps the pores are NOT inveresed at all.  See the image below for a screen grab of the Bump map...

     

     

    Post edited by Gr00vus on
  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    RAMWolff...

    take a breath, sit back, relax ...

    you must do a decision now -> if you want here real looking ...  

    then:

    You never change glossy color to something else then pure white... there is never a map and never another glossy color for human skin.. Also not in Top coat !

    Now this is important! i see you use PBR metalicity.. many here use PBR specular... and the MAPS are different....i talk generally about PBR specular.. you use now metalictiy....

    Roughness = Glossiness....   and Glossiness = Roughness.... glossy roughness in pbr metal does more or less the same as glossiness in pbr specular does.... just the maps are inverted.... 

    so in your case: 188 = 0.5 slider (the middle....   0 - 188grey = lower roughness (aka more glossiness!)... 188 - 255 = more roughness - lesser glossiness.


    you can not so simple switch between metalicity and pbr specular....  the maps are not just inverted.. to make it even worser.. they decided to use two different scales for the greys!....  but you still can paint your own.. following your eyes... and knowing that 0.5slider is 188grey in photoshop.


     

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

    I used Andy's pores as a fill and then used a soft eraser to remove all the ones from the seams borders and then went willy nilly smudging them out here and there.  The more pronounced ones is  from a copied section with feathering and then dragged out larger to get (what I thought would be a good idea) larger pores on the tip of the nose and tops of the cheeks which is pretty common for allot of us folks.  I know mine are like that....

  • Gr00vusGr00vus Posts: 372
    edited December 2015

    I see. Maybe make the more pronounced ones a little less pronounced as you can see the result you get is maybe a bit more extreme than you want. Also, the nose tip/ridge and forhead areas (while they may contain pores) generally look "smoother" and have more highlights than other areas of the face, so you wan't to smooth the bump/normal maps out in those spots a bit. Andy has actually gone on multiple diatribes about that earlier in this thread.

    But, more importantly, what I'm saying is that you might want to try putting Andy's normal map in the actual Normal Map parameters (the Normal Map and the Top Coat Bump since you are using Top Coat).  You'll have to set the tiling appropriately using the Layered Image Editor, and you'll have to experiment with the Normal Map value to get a result you'll like. Andy can probably give you good starting points for both the tiling settings and the Normal Map value.

    RAMWolff said:

    I used Andy's pores as a fill and then used a soft eraser to remove all the ones from the seams borders and then went willy nilly smudging them out here and there.  The more pronounced ones is  from a copied section with feathering and then dragged out larger to get (what I thought would be a good idea) larger pores on the tip of the nose and tops of the cheeks which is pretty common for allot of us folks.  I know mine are like that....

     

    Post edited by Gr00vus on
  • evilded777evilded777 Posts: 2,466

     

    AndyGrimm said:

    if they are in the normal map then strength is simple way to high  - because i see there are wrinkles over a way to large area on the ellbow -> see the right ellbow too...  is a little bit a minus to the perfect face of the model... but maybe that can be adjusted.

    I did notice the elbows and haven't had a chance to go back and look at what was causing that.  Its visible on both.

  • RAMWolffRAMWolff Posts: 10,249
    AndyGrimm said:

    RAMWolff...

    take a breath, sit back, relax ...

    you must do a decision now -> if you want here real looking ...  

    then:

    You never change glossy color to something else then pure white... there is NEVER a map and never another color for human skin.. Also not in Top coat !

    Now this is important! i see you use PBR metalicity.. many here use PBR specular... and the MAPS are different....i talk generally about PBR specular.. you use now metalictiy....

    Roughness = Glossiness....   and Glossiness = Roughness.... glossy roughness in pbr metal does more or less the same as glossiness in pbr specular does.... just the maps are inverted.... 

    so in your case: 188 = 0.5 slider (the middle....   0 - 188grey = lower roughness (aka more glossiness!)... 188 - 255 = more roughness - lesser glossiness


     

    Oh great and powerful obi wan, I do want it as best as it can be.  I'm corn fused as I'm a simple farmer.. I mean artist.... cheeky

    So go back and make sure that the Glossy channel is set to pure white or it needs to be an off white?

    No maps in the Top Coat area, yes or no? 

    So I should go back to use the PBR Specular set up rather than the PBR Metalicity set up?  That's easy enough to change...

    I sort of understand about the roughness creating a more realistic effect in the glossyness channel and I guess my maps are too much grain and darkness.  I do have an AO map that I made but not sure if that's TOO light but perhaps I can darken it up to serve as a more correct sort of map?   See below.

     

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  • AndyGrimmAndyGrimm Posts: 910
    edited December 2015

    lol - make a decicion for ether PBR metalicity or specular and stick with it....

    somehwere back, 10 pages or so.... right before i showed you how to overwork a bump map.. there is a screenshoot how to manipulate a glossiness map in photoshop....it shows a T.shape glossiness correction.... this is what you want in your map... 

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

    RAMWolff i sugesst you start over from where we was 10 days ago.... you came very close to a good result.. just lost it with trial end error over the last days... 

    So . step by step.. do it like i do it since months.. study ONE detail after one.. 

    First: glossiness.. do NOT take care about the reality of the skin color.. all you try to master is now glossiness!... switch back to PBR specular...

    And paint a glossiness map....  if you struggle ask...but only about glossiness..... at the moment smiley...

    BTW.. i did read your about me - i am impressed how honest you are with the world about yourself.. so dont call me oby wan.. i am just one of the skin setting junkies here smiley

    Post edited by AndyGrimm on
  • RAMWolff said:
    AndyGrimm said:

    RAMWolff...

    take a breath, sit back, relax ...

    you must do a decision now -> if you want here real looking ...  

    then:

    You never change glossy color to something else then pure white... there is NEVER a map and never another color for human skin.. Also not in Top coat !

    Now this is important! i see you use PBR metalicity.. many here use PBR specular... and the MAPS are different....i talk generally about PBR specular.. you use now metalictiy....

    Roughness = Glossiness....   and Glossiness = Roughness.... glossy roughness in pbr metal does more or less the same as glossiness in pbr specular does.... just the maps are inverted.... 

    so in your case: 188 = 0.5 slider (the middle....   0 - 188grey = lower roughness (aka more glossiness!)... 188 - 255 = more roughness - lesser glossiness


     

    Oh great and powerful obi wan, I do want it as best as it can be.  I'm corn fused as I'm a simple farmer.. I mean artist.... cheeky

    So go back and make sure that the Glossy channel is set to pure white or it needs to be an off white?

    No maps in the Top Coat area, yes or no? 

    So I should go back to use the PBR Specular set up rather than the PBR Metalicity set up?  That's easy enough to change...

    I sort of understand about the roughness creating a more realistic effect in the glossyness channel and I guess my maps are too much grain and darkness.  I do have an AO map that I made but not sure if that's TOO light but perhaps I can darken it up to serve as a more correct sort of map?   See below.

     

    Glossy color should be white.  

    To make things simpler (and because the common consensus is it isn't needed) turn off the top coat.  At this point, it will either hide or exaggerate underlying problems.

    Where you could start for your glossiness map is with the inverted glossy/top coat map you showed above.  What you'll need to do, though, is paint over the forehead, the tip of the nose, and the chin with a bright white color, even 255,255,255.  Don't worry about it being perfect, it can be tweaked later.  If you are doing it in Photoshop or Gimp, paint it on a new layer.  You can then lower the opacity of that layer just a tad to create some variation if you want, but don't lower it more than a few percentage points.

    If you are using the Spec/Glossiness mixing, then set your glossiness to around .9, assign your new map in the map slot.  If you are using Metalicity/Roughness, you'll need to set Glossy Roughness to around .3.

     

     

  • ToyenToyen Posts: 1,917

    Olympia 6 with my latest skin shader.


     

  • j cadej cade Posts: 2,310
    Nice! The makeup really pops, did you do anything special for that?
  • ToyenToyen Posts: 1,917

    Nope nothing at all for the face. It has the same settings as the rest of her body. I guess it is just that this make up option is quite extravagant so it stands out : )

  • jag11jag11 Posts: 885

    My go at Olympia 7

    Great image. Would be good to know what happened to the elbows.

  • jag11jag11 Posts: 885
    j cade said:

    since its quite a few pages back now oh, heres my olympia render from page 44 with the default sunsky groovus

    Shes got some of the best textures to dat, I think the textures were set up with 4.9 in mind, so they need a lot less tweaking to be correct

     

    Shes actually medium toned

    I like the skin and eyebrows, I really love Olympia 7 but this time I'll wait.

  • jag11jag11 Posts: 885
    Toyen said:

    Olympia 6 with my latest skin shader.


     

    Nice image. I loved the lighting.

  • RAMWolffRAMWolff Posts: 10,249

    It may come to my starting from scratch but after a little bit of patience and time spending dialing things up and back and what not I think I'm actually liking the results.  I'd like to get a SLIGHT sheen over the skin if possible but this looks ALLOT better and still haven't taken out that noisy dark glossy map yet. 

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