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@?RAMWolff
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looks also to me as it is "glossiness" backscattering... not SSS...!
You can also just use the same settings as you have for the face (i think there you dont have this problem) and use the same values for torso, arms, and legs.... and the "problem" should go away
Or just set backscattering weight to zero on arms and legs
Absorbation....
I try to sheen a little bit more light on absorbation or where i was actually missing infos in Arnolds conclusion (tmc translucency)...how base and translucency works and getting mixed...
TMC affects base AND translucency (that's why translucency weight zero or one dosent make any sense)... it brings also LUMINANCE in Balance! ... it makes Base brighter and darkens translucency.
TMD - sets the sample points distance from the surface.. (here we talked always about the same Arnold - i know that transmitted color is on the other end of the "thickness"...
When we set a high tmd distance our surface starts to glow - because way more light "travels" close to the surface -> the brightness goes up in base - ! And the mix (final) color has a higher luminance.
the uploaded images show this.... no scatter... only 50grey textures in base and one in translucency.... TMC color also 50grey (50% absorption)
image one tmc distance 5
image two tmc distance 10
the middle color is the final color (luminance)
that's the reason why looking on zero translucency weight or full translucency weight - means nothing (we see then just the "half" of the absorption algo... and make wrong conclusions.
Absorption/luminance....conclusion
Because Base is the mainplayer for luminance using absorption - oversampling can be quick a problem... so base textures for a translucent material should not be to bright...(inbaked light from old DAZ textures as example - CLIP... if the TMC color is or has a lot of red.well here is a big part of the reddish problem...There is only 100% luminance...
I wish someone would just create a toon skin/shader for G3F/G3M with these settings. Ugh.
That is very difficult if not impossible - because the toon effect you are looking for (Disney) .. comes from the texture and mesh and not from the PBR shader
That's a shame. Anything similar would work, I'm trying to get the look Albron uses but he uses a different renderer all together.
What method do you use/suggest for lowering the luminance of reds in Photoshop?
I have to say I strongly disagree with this statement, If you look at disney and pixar characters elements like Subsurface Scattering are clearly evident. where they differ is mostly the detail in maps (no pores for instance, and the overall lack of bump makes for vert smooth specular), but the SSS effects are very much applicable
Link?
Disney uses more or less real materials including sss - and the toon effect comes from other (funny or smootth) bump maps, cartoon elements in base texture, and mesh - not from the shader settings - where do we not agreed jcade?
it is not in the shader - it is in the maps... (but i see my answer was not clear -
the original question was for a shader/skin setting which looks toonish..and uses skin settings... must be another character then - because the toon look is not in the shader settings.
a toon material (characters - which inludes maps - there is a whole new serie of such characters in the shop..
http://www.daz3d.com/expressions-for-little-ones
who is Albron? link? i mean.. there are many different toon styles - about which style do we talk ? ..
ok - i saw some - well..the toonish look comes from the mesh and smooth bump ...so the little ones is maybe not a good example for this kind of images..
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little ones plus growing up morphs - will come a bit closer
I set up the body and face the same. Those were my thoughts too to just make sure the scattering was set up the same but nope... this weird lighting thing just moved down the body and strangely enough the more I zoomed out the further down the effect traveled. So I thought "Could it be a camera setting?" but I checked out the camera and well I have no idea if there is something weird going on there. I even deleted all the older camera's I used to set up my last project (a clothing set for Dawn) and loaded in a new camera.. nope, same weird effect but DOES seem to travel down the body the more I zoom out. Weird!
Tried setting the backscattering glossiness to default (1.00) but still having the lightening effect on the lower part of the body. WTF! Why am I having so many weird things happening with setting this up? It's getting quite frustrating!
does this happen when you setup a brand new scene - just load a daz character, convert to ubershader (g2) or use standard iray material and do a render ?
Not using DAZ character, I ned to learn this for Hivewire. The set up for them is very similar so that shouldn't make any difference. I found by loading up Tosca's (known here as Virtual World) settings for the skins she did for Dawn the issue goes away so currently I'm looking at what she did. When doing a render I see no backscattering applied, in fact that's turned to 0 so getting that red translucency at the tip of the nose and on the ears seems elusive for now.... I can tell you she does not have the Base Color Effect set to Scatter and Transmit so maybe she was getting the sunburnt effect too when doing her test renders?
SO, found a logical work around for the sunburn effect when using the Base Color Effect set to "Scatter and Transmit" just wish I could get the skin a bit lighter...
In the Translucency Color plug in the pure blue and green and set the red to 0, render and you get .............. A tanned effect...
Now looking to spread out that gloss or lower the glare from it to something softer. I don't want her looking like she's wet or sweating all the time! lol
@KurzonDax
manual adjustments using "levels" and histogramm..
Sometimes also other tools - depends on the quality of the base texture...
The best reference how a histogramm of a real albedo of a face should look - is still emily... (looking for others )
you will get surprised how bad many daz textures use the colors (gaps, to much spreaded,spikes, and so on..)....that is because they have baked in specularity and highlights badly removed...
Also the problems with eyebrows (kind of corona around eyebrows on the skin) come from wrong colormanagment... those which copy paste eyebrows from a photo on another face... while it looks good in the base texture.. when then luminance gets "spreaded" from absorption - you will suddenly see the difference there....
These settings might be bizzare to allot of you but I got the sunburn about gone and got the skin tone looking close to what I was imagining....
Still seeing some unwanted gleam on the skin. I don't want her looking sweaty but more of a soft glow.... What setting do you suggest I play with?
@KurzonDax
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the difference is because the plus scatter "reflects" a lower amount of tmc color back to the surface..... it does not make a lot of sense to use the same settings of TMC and TMD and compear the renders.......(it shows what the scatter does - yes.)
But
You can adjust TMC to get the same skintone like example one....
the reason why i prefer plus scatter is the contrast to the shadows - even to see in your renders.... render one has very hard shadows.... render 2 matches shadows color and skincolor better ( NOSE = way better.....
Remember your testserie where you had so hard nose and face contoures - metalish look despite that the skin did look soft ? ..... using plus scatter and changing tm distances can eliminate or reduce this problem....
Plus scatter lets way more light TROUGH nose and skin "edges" contoures.. without upping translucency weight! )see her ears render 2)...... you must test in real HDRI to see why i never go back to minus scatter for a face
@RAMWolff
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It is a little bit difficult to suggest improvments when you still use a glossy color other then pure white
and you still use PBR metalicity but you painted a map for PBR specular (glossiness map)
Turn up Glossy Roughness until the highlight has the spread you want, then lower Glossy Reflectivity until the highlight has the strength you want.
Agreed, a positive scatter direction is much closer to how real skin behaves, I think. At least with this shader.
It's hard to tell from that settings screen capture because many of the values aren't shown, because I think you've got multiple surfaces selected. Pick just one surface to capture the settings, or maybe give us the settings for the face and then the settings for one body part (like the torso, or arms, or legs). Guessing in absence of knowing the current values - you could try boosting the bump/normal strengths, particularly from the neck down. That should break up the glossiness a bit. You could try increasing the glossy roughness.
Thanks, Andy. I think on the whole, my preference is now using the positive scattering, for pretty much the reasons you cited. I'm in the process of reworking the diffuse maps and will maybe post some new test renders tomorrow.
@agent unawares
well . i would say how a face behaves.....
what we like and what not in such a testserie depends on where the serie starts - a setup which looks good with minus-scatter? or do we start wiith a setup with plus-scatter ?.....
that's why i try to point on the REAL difference... Shadows and softer contoures..... for seeing this we need HDRI (because of missing environment reflections, F(90) fresnel -.... F(90) reflections are to hard for a skin without peach fuzz.... having more light there (countours,, nose (plus scatter).. reduces this problem....
@KurzonDax
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i also see that you have her right chin/cheek line contour "brighter".in the shadow . i dont see a light coming from this side - looks as you master now backscattering too - right ? Or how did you do it?
I will have to look at what I used for that particular skin when I'm back in front of my PC. Honestly, as much as I'd like to say I figured out the key, I think it was more a happy accident as I was really just testing translucency in those renders.