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© 2025 Daz Productions Inc. All Rights Reserved.
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@Arnold C.
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my idea is to select ONE wavelenght which is 633nm (The 633 nm line was found to have the highest gain in the visible spectrum, helium neon laser) and use the values to "group and classify" different skintypes...
a possible goal could be - "simplification"..in a skinshader... "blending skin types" by ethnology and gender and age instead setting abstract values ..
in other words i dont need the values to simulate correct scattering (which is not possible) i need them as a input for my simplified classification idea...
A possible result.. a young latin man has skin values (and translucency) closer to a caucasian women then to a caucasian male.. sounds abstract i know... but it is actually what skin samples "saying".to me .(my collection of datas)...
But as you said.. we have way to less datas for free available..so i .just following my idea right now (collecting and compearing values... because i see the real gain in a special skinhader for the current daz iray in a simplification for the enduser!
So I'm pretty happy at this point with all of this but something strange. I checked the cut out transparency but nope, nothing there but the mouth interior seems to render blank! No shadows either. Teeth look fine but yea, notice that med gray color inside the mouth, there are maps applied with all the bumps and normals and all that but not seeing it render correctly! Weird.
This is Bruna's Pretty in Pink makeup option...
Do you use a geoshell? Looks like part of the tongue still show the diffuse texture, but the majority of the inner mouth does not 'cause something "overrides" it.
Hi, No, no geoshell. Not gotten my feet wet with using those. The inner mouth is mapped fine in all channels but yea, weird that it's rendering like it's got nothing mapped on any of the geometry except for the teeth!
Need to ask.
What channel can I drop an overlay in. Example, I want to do something interesting with the lips, so wanted to know what channel I could put the effect in to have it render over the lip textue. I don't want to use LIE, I don't like LIE so that's not an option. If anyone knows please please please let me know.
Thanks
Rich
Top coat would be your only other choice I think.
it is in the maps - mainly a great glossiness weight map.. and a good bump/normal/displacement...
i am really happy with this test renders - using here the free sample head from eikso.
Because it is a androgyn type - the character is great for testing women/male settings, mixed type and also dark skins.. image 3 as example, male skin setting .. image 2 women...
i did not have patience and stoped all renders after excactly 30 minutes .. so there are still some fireflyes in the eyes.... will do one over some hours and higher resolution while sleeping.
Nice, they look natural.
Sometimes having a slow machine has advantages, 'cause you have more time to think what is off. During the day I use a 0 cuda cores laptop, when I'm home I work in a 2300 cuda cores desktop.
@jag11 yes... only 96 cudas and 8gb ram.. thats one of the reasons why i dont post many final renders...
here a larger one....with 3 hours render time... the (low resolution mesh) head sample set from eikso has a good specular map which is actually a very acurate glossines map and comes with a mid resolution displacement and normals... 3 expressions.. while i cant load emily this scanned sample head renders fine and fast on my labtop.
Not much work done on the maps from myself..... i just had to set gamma to 2.2 in photoshop (all maps are in linear color space but daz dosent recognize it)...and inverting a mask.... free download here: http://www.eisko.com/
Fabulous renders there Andy. Impressive skin tone. I esp like the darkness around the eyes giving a more ethnic look!
...love the flutterby.
I revisited the Translucency Weight area again to see if with my improved lighting giving me the results I was looking for but nope, even set to .0010 % with the recommended Scatter and Transmit turned on I get a very orange cast to the skin. Quite annoying. I can't wait for 4.9 to go live. I'm planning on uninstalling DS, rebooting the computer and starting from scratch all the way to see if that will help with things when installing 4.9. What a horrible bug. I'm still working on Bruna and fear I may have allot of settings to redo once again when 4.9 hits. Grrrrrrrrrrrr
If I turn the Scatter and Transmit to just Scatter the orange goes away! Not sure if the effect is similar but that's something for an expert to comment on...
I did have two renders here but SOMEONE thought they were not coverered enough. I've seen more risque posted on these forums. Feels a bit like a personal attack. I don't appreciate that one bit.
@RAMWolff
I think you try to much with the settings instead you could work on the diffuse map and do the corrections there....
With a good map/s ->
a very easy setting which looks great is:
translucency weight 0.45
translucency -> diffuse map plus color to pure white
4.8 -> sss tint 200, 255, 255
modes always scatter and transmitt
transmitted color to the final face color (you can pick the color from a reference photo)
transmitted distance about 2
sss distance 0.1
sss amount 1
sss phase 0.1
glossiness color -> pure white
specular color ->51, 51, 51
Using this settings you will have a good reference and you know what you must change in your diffuse map. and it will look great in 4.9 too
the render with the butterfly above is done with this simple settings and i use this now as my reference for other skins and adjustment of gen2/3 diffuse maps,..
@RAMWolff
If you like you can send me your face maps (diffuse and glossiness) and i set up a shader preset for you using my "reference setup".... and show you how it looks in 4.9
it is just a offer... feel free to ignore it.. but i test my settings and maps (masking is a big part too, specular mask, glossiness weight)...anyway on different characters right now.. and i dont care if i do it on a gen2/3 or your character...
@kyoto kid
The butterfly is free available in the net on different websites...unfortunately only for max3d... if you cant convert the files yourself and you like to use the butterfly drop me a pm with your email and i send you my daziray version.
...I thought it was one of Noggins' from the Ultimate Butterfly Set.
How do I got about sending you those Andy? I'd love to see the difference. Do you have Dawn? These maps are for her...
No i dont own Dawn.. but i can setup your maps on a gen3 standard... you only send me your own painted maps so that we not conflict with copyrights...
PM: i sent you my email
And it also helps when you post a reference Photo from the web...a image which shows the skincolor/type which you try to setup.
Read cm^-1 as "per centimeter." As in 50%cm^-1 would be "fifty percent per centimeter."
@RAMWolff
ok...i warped your texture on a gen2 UV....(not perfect, just to check my shader presets)...
image1 shows your original texture
- your orginal texture has clearly allready to much orange
- while we can correct the general skintone i see another problem... to much diferent skintones around the nose, eyes, and right cheek....
image 2 shows your texture in photoshop i adjusted (overdone) the gamma curve to show where the problem lies....
image 3 ... i corrected the skintone and luminance in photoshop.... the render shows that the tanned dark italien skin is actually there and would look great..but you must get rid of the "stains"....
(i used bump and spec mask from another character - ..the renders are just thought to isolate the problem in your diffuse texture)...
Thanks Andy,
Not understanding what you mean by stains. I see some coloration differences in the skin but skin isn't perfect. Did you save out the skin that red or was that before your corrections?
@RAMWolff
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stains or to strong coloration differences....
image one is your original in my reference shader setup without any correction...
image 3 after the correction which i would do in photoshop for the skintone....but for my taste the differences in skin color areas are way to much - let's take the nose tip as example.
image 2 shows (overdone) the texture with the "colored" areas which pop out to strong in the render when i shift colors to where they should be. Iray "spreads" darker tones from brigther ones using SSS and transmitted colors..
And so the differences pop out WAY more in renders then in your texture. I understand what you aim for .. the reference skin in the background has this exactly too (darker around the eyes... but the color differences in the diffuse texture of the reference head in the background are WAY lower for this effect then in your texture...
But i think the skin color you are looking for is there in 4.9 using my shader setup .. ether in image one or in image 2 .. this is dependent on your taste... personaly i would go for render two...
i will do some more renders over the next 2 days... always showing reference and your skin... i am surprised myself how extrem the differences are adjusting just a little bit colors in photoshop... (the shader setup and all values are always the same on both characters)..... camera is always standard iso 100... just switching hdri's....
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your skin texture is a very interessting study example to me.. i try to understand the differences between different "dark" skintypes using your texture... olive dark, yellowish dark..reddish dark... while still getting a natural skintone... it is VERY sensible to set the colors correct in photoshop.. the ranges are way lower then i expected...
i will post some examples over the next days...
And it would really help me when you post a real photo reference or a link to a model .. there are so many different stages of tanned skin and tones that i can just guess what you mean with dark italien tannend skin
I just Googled Italian skin tones and go the examples. I used a merchant resource for the main skin as my older Bruno textures, which Jepe helped me ALLOT with back when I made him for Vittorio (V4 Male).... used the Blacksmith transfer module from V4 to Dawn to get Bruno over to those UV's but the skin was just so old, looked bad so decided to invest in a merchant resourse but ended up adding SO much to it that it barely is recognizable. Which is the intent of the MR to give one a base. So there are 2 other layers, a specular and a a base skin tone set to I believe Soft Light blend, right under Overlay in Photoshop. Then used the Levels and Saturation to get the right tone. So if your seeing these strange blends on the skin they were already present on the MR. I still need to find some solid time to sit with either ZBrush or 3D Coat to make my own resource. If I only had a month to dive in. My old brain needs to stay constant in the mire of learning for anything to stick, that's why I bother folks so much with questions because nothing sticks. If I have screen grabs or vids to refer back to that's always helpful. I'm sure 4.9 will help me allot in getting this pack finished up when it's ready for prime time. Thanks again Andy!
@RAMWolff
...just posted to my gallery a complete test serie using the best adjustment for the skin type which your are looking for which i can do whithout changing to much ....
well i do it also for learning experience... no worry
What i did here in this tests is easy adaptable to your orginal texture.. i will just send you my photoshopfile which includes also the orginal texture.. then you can use it how it is using my color/luminance adjustments.. or do whatever you like with it...
i can try to remove the strains/darkercolored areas.. but that's a difficult task.. improvement is possible..i will see.
But i think the texture looks now good on gen2..
Sunsky12 midday on top as reference.. then just switching HDRis... bot skins react well (100% same setup on both)... i will stick with this simple shader preset for all skintypes... the adjustments are done in the base texture.. it is kind of wysiwyg now
She does look great on G2. LOL Perhaps if Blacksmith can move the textures from Dawn to Genesis 3 Female I may do that eventually!
You have my email so feel free to send the PS files, I love to learn, esp when it's hands on. :-)
I'll check out your gallery then!
Thanks man!
This year is going well so far.... Good things (except for loosing David Bowie and Natalie Cole) and it's my BDay tomorrow... big 55! YIKES!
Hmmm, no link to your gallery. Can you provide one?
We were talking about lighting and getting "white" light in Iray. I'm working on something that has a fair bit of lighting components and was having a really awful time getting the lighting to be cooler vs warmer. Even when I used a hdri that was desaturated and all the lights everything still was looking a bit warm. At the time I was using dome and scene. Tonight I was doing some testing with just scene and it seemed like it was much easier to get "white" that didn't seem as grubby yellow ish. When I was looking at temperature charts for the umpteenth time I noticed that a couple of places had a chart that had different color casts for indoor and outdoor. You will notice that the indoor lighting is cooler sooner. http://www.3drender.com/glossary/colortemp.htm
Finally 4.9 is live. Just did a render. Under 3 minutes compared to the one I did just last night, same scene, over 7 minutes. I'm impressed so far.