Fiddling with Iray skin settings...

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  • ToyenToyen Posts: 1,918
    edited January 2016

    Here's one render I did yesterday and I think the skin came out looking rather nice so I thought I'd share : )

    Had to censor it a bit for the forums though : )

     

    Image removed for nudity. Please see this thread for info: http://www.daz3d.com/forums/discussion/3279/acceptable-ways-of-handling-nudity
    Post edited by fixmypcmike on
  • Gr00vusGr00vus Posts: 372

    Those settings seem a bit strange to me.

    A translucency weight of 0.01 is basically no translucency, I'd bring it up a bit, maybe try 0.20 and adjust from there?

    The translucency color seems like it could be tweaked a bit to get to the skin tone you're after, maybe a bit darker and a bit more brown rather than peach. It looks like you've got a map in there too. Maybe you could just edit the map in an image editor to get the color where you want and then remove any tint from the translucency color itself.

    The top coat color seems to have a green tint to it, I guess that might be what you want, but you might tweak that a bit too.

    The SSS settings are the strangest to me - that transmitted color seems way off, and the SSS direction is 0. I'd bring the transmitted color back to something closer to what you feel her overall skin tone should be and make the direction either 0.50 or -0.50 to start and then tweak for effect.

    RAMWolff said:

    OK.  More advice.  Now that I'm on 4.9.  Not having so many issues with weirdness but now I need some advice on how to warm the skin up BUT not have it look overly saturated.  I want it to look like normal Italian skin with just enough tan to give her that healthy glow.  I tried Sickleyield's "on the beach" settings but she just looks like she's overly saturated to my eyes as well as darker.  So messed with the settings so more and now she looks like she's got Zombie skin!  lmao  *throws hands up*

    Help? 

     

     

  • AndyGrimmAndyGrimm Posts: 910
    edited January 2016

    @Ramwolf - use the settings i suggested to you and desaturate/devibrance the diffuse color texture and shift the hue away from orange and raise lumincane! ..start to work in photoshop or you will never get a nice skin out of Iray )using your over saturated and dark texture!.

    I forgotten to send you the photoshopfile ..  write me your email private and i send it to you..

    Post edited by AndyGrimm on
  • AndyGrimmAndyGrimm Posts: 910
    edited January 2016

    you can not get a brighter skin color then you have in your texture in iray! it is opposite  ... Iray makes it a tad darker then it is (using translucency ) - and darker skin areas pop out a little bit to much! ... you must start to work on your texture and use a "neutral" skin shader setup as i posted you one in this thread some pages back....   all my skin renders are done using this (same) settings since some weeks (4.9(..including the tests posted in this thread with your skin texture... 

    Post edited by AndyGrimm on
  • AndyGrimmAndyGrimm Posts: 910

    @Jimbow
     

    Thats a great video and shows well how important the microdetails for specular reflections are.

  • RAMWolffRAMWolff Posts: 10,256
    edited January 2016

    Hi, thanks but I think I'm going to just keep it simple.  This is a render done with EVERYTHING (except the bump and normal map) set back to default values.  THIS is the skin tone I've been after, the one that I made in Photoshop.  You guys get amazing effects but I'm just not understanding all this stuff so this works for me for now.... thanks again! 

     

    Bruna Default Skin settings best .jpg
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    Post edited by RAMWolff on
  • pearbearpearbear Posts: 227

    I have a new experiment, in large part inspired by the conversation in this thread and the Emily project that has earlier been linked to. 

    In working with getting G3F to make more realistic facial expressions, I felt that I needed more detailed geometry than the G3F low poly base mesh. Here are some facial expression morphs I made by working on a subdivided G3F mesh in zbrush, and then exporting the morphs back to DAZ along with corresponding displacement maps for each expression. After they're made, loading one of these emotions is a two step process: I dial in the emotion morph and then I apply the corresponding displacement map (the settings of which I have saved as a preset material in my content library). That's workable, but I'm trying to think if there is a way to apply a morph and its corresonding displacement map all in one click. Anyone know if there's a way to do that? Sort of like a character injection preset, but filtered so that it applies both the morph and the material needed for the emotion preset but doesn't change anything else about the character.

    I'm thinking about maybe pushing these custom morphs further, so that each emotion has it's own specific bump map too (like project Emily) with appropriate microsurface info, to really get effects like the forehead wrinkles looking realistic :) It would definitely take a lot more time to make each one though... If only I didn't need to ever sleep, I'd get so much more done.

     

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  • ToyenToyen Posts: 1,918

    pearbear those are really amazing renders you have there!!! Great skin and awesome emotions! : )

    As for the map being applied automatically, I do not think we can do that in DS yet, that's why all the figures have botox faces since there are no expression wrinkle maps that would automatically dial in if you raise the eyebrows for example.

  • kyoto kidkyoto kid Posts: 41,260

    ...Pearbear, those are increadible. 

  • SorelSorel Posts: 1,407

    THose really bring G3 to life. It's too bad us non PA plebs can't import higher res morphs. We're at the mercy of the PAs to make stuff like this.

  • pearbearpearbear Posts: 227

    Thanks Toyen and kyoto kid! I'm liking how this process is working out, I'll definitely be doing more of these morphs.

    Here's trying out the same "surprise" morph as before on a different head shape.

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  • pearbearpearbear Posts: 227
    Sorel said:

    THose really bring G3 to life. It's too bad us non PA plebs can't import higher res morphs. We're at the mercy of the PAs to make stuff like this.

    Thanks! I'm surprised that the HD morph tool has been available to PAs for so long and it seems like it hardly gets used. The only place I notice it is on the HD versions of the main characters. Do only certain established PAs get to use the HD tool, or can anyone who sells in the store get access to it? I thought we'd be getting a lot more HD facial expressions and muscle flexion etc. from PAs by now. 

    Displacement maps are an ok workaround for the rest of us, but I'm very jealous of those who have the HD tool.

  • mjc1016mjc1016 Posts: 15,001
    pearbear said:

    Thanks! I'm surprised that the HD morph tool has been available to PAs for so long and it seems like it hardly gets used. The only place I notice it is on the HD versions of the main characters. Do only certain established PAs get to use the HD tool, or can anyone who sells in the store get access to it? I thought we'd be getting a lot more HD facial expressions and muscle flexion etc. from PAs by now. 

    Displacement maps are an ok workaround for the rest of us, but I'm very jealous of those who have the HD tool.

    I'm not sure that the PAs are really seeing much return on the HD morphs...but then again, nobody really has done an HD expressions pack.  It's one of those 'the sales aren't showing much demand'...but there isn't much of a slection (seriously, how many HD teeth morphs or fingernail morphs do we need?).  Because, 24 different V7 based characters can all use V7's HD morphs (and probably most of the other similar G3F 'main' characters' morphs, too) doesn't mean that a set of HD expressions for the base G3F won't sell like hotcakes...

  • pearbearpearbear Posts: 227
    edited January 2016
    mjc1016 said:
    pearbear said:

    Thanks! I'm surprised that the HD morph tool has been available to PAs for so long and it seems like it hardly gets used. The only place I notice it is on the HD versions of the main characters. Do only certain established PAs get to use the HD tool, or can anyone who sells in the store get access to it? I thought we'd be getting a lot more HD facial expressions and muscle flexion etc. from PAs by now. 

    Displacement maps are an ok workaround for the rest of us, but I'm very jealous of those who have the HD tool.

    I'm not sure that the PAs are really seeing much return on the HD morphs...but then again, nobody really has done an HD expressions pack.  It's one of those 'the sales aren't showing much demand'...but there isn't much of a slection (seriously, how many HD teeth morphs or fingernail morphs do we need?).  Because, 24 different V7 based characters can all use V7's HD morphs (and probably most of the other similar G3F 'main' characters' morphs, too) doesn't mean that a set of HD expressions for the base G3F won't sell like hotcakes...

    Yeah, I wonder, since they haven't been doing many releases with it. HD facial expressions seem like the thing it was invented to do, and I've never seen a pack for sale... There are a few small HD facial morphs that I believe come free with G3F, which seemed to hint at more to come, but I haven't seen anything else in that direction since.

    Maybe they're working on something like this for a future DAZ release (youtube link):

    That would be a treat to play with :)

    Post edited by pearbear on
  • SorelSorel Posts: 1,407
    pearbear said:
    mjc1016 said:
    pearbear said:

    Thanks! I'm surprised that the HD morph tool has been available to PAs for so long and it seems like it hardly gets used. The only place I notice it is on the HD versions of the main characters. Do only certain established PAs get to use the HD tool, or can anyone who sells in the store get access to it? I thought we'd be getting a lot more HD facial expressions and muscle flexion etc. from PAs by now. 

    Displacement maps are an ok workaround for the rest of us, but I'm very jealous of those who have the HD tool.

    I'm not sure that the PAs are really seeing much return on the HD morphs...but then again, nobody really has done an HD expressions pack.  It's one of those 'the sales aren't showing much demand'...but there isn't much of a slection (seriously, how many HD teeth morphs or fingernail morphs do we need?).  Because, 24 different V7 based characters can all use V7's HD morphs (and probably most of the other similar G3F 'main' characters' morphs, too) doesn't mean that a set of HD expressions for the base G3F won't sell like hotcakes...

    Yeah, I wonder, since they haven't been doing many releases with it. HD facial expressions seem like the thing it was invented to do, and I've never seen a pack for sale... There are a few small HD facial morphs that I believe come free with G3F, which seemed to hint at more to come, but I haven't seen anything else in that direction since.

    Maybe they're working on something like this for a future DAZ release: 

    That would be a treat to play with :)

    yassss we need stuff like this!

  • KhoryKhory Posts: 3,854
    pearbear said:
    mjc1016 said:
    pearbear said:

    Thanks! I'm surprised that the HD morph tool has been available to PAs for so long and it seems like it hardly gets used. The only place I notice it is on the HD versions of the main characters. Do only certain established PAs get to use the HD tool, or can anyone who sells in the store get access to it? I thought we'd be getting a lot more HD facial expressions and muscle flexion etc. from PAs by now. 

    Displacement maps are an ok workaround for the rest of us, but I'm very jealous of those who have the HD tool.

    I'm not sure that the PAs are really seeing much return on the HD morphs...but then again, nobody really has done an HD expressions pack.  It's one of those 'the sales aren't showing much demand'...but there isn't much of a slection (seriously, how many HD teeth morphs or fingernail morphs do we need?).  Because, 24 different V7 based characters can all use V7's HD morphs (and probably most of the other similar G3F 'main' characters' morphs, too) doesn't mean that a set of HD expressions for the base G3F won't sell like hotcakes...

    Yeah, I wonder, since they haven't been doing many releases with it. HD facial expressions seem like the thing it was invented to do, and I've never seen a pack for sale... There are a few small HD facial morphs that I believe come free with G3F, which seemed to hint at more to come, but I haven't seen anything else in that direction since.

    Maybe they're working on something like this for a future DAZ release (youtube link):

    That would be a treat to play with :)

    Your expressions are brilliant. I have a theory about why there are not many HD expressions.. Most of the people who do expressions/poses are not the same people who do characters. They may or may not have zbrush or the skill set to do them. I only know of a couple of PA's who I really think have all the necessary skills to pull good ones off.

  • mjc1016mjc1016 Posts: 15,001

    For stills, it is possible to do all the extra detail you want...just export from the modeller at as much subd as you want to get the detail you want as an obj and import the whole figure that way, not as a morph but as a static prop.  Then reapply all the materials.  But that fails for animation or if you want to reuse the morphs (yeah, it's a lot of work for what is essentially a oneshot). 

    And it's not just figures that benefit, either...but clothing also really gets a boost, too.

  • KhoryKhory Posts: 3,854
    edited January 2016

    Thanks! I'm surprised that the HD morph tool has been available to PAs for so long and it seems like it hardly gets used. The only place I notice it is on the HD versions of the main characters. Do only certain established PAs get to use the HD tool, or can anyone who sells in the store get access to it? I thought we'd be getting a lot more HD facial expressions and muscle flexion etc. from PAs by now. 

    Displacement maps are an ok workaround for the rest of us, but I'm very jealous of those who have the HD tool.

    I'm not sure that the PAs are really seeing much return on the HD morphs...but then again, nobody really has done an HD expressions pack.  It's one of those 'the sales aren't showing much demand'...but there isn't much of a slection (seriously, how many HD teeth morphs or fingernail morphs do we need?).  Because, 24 different V7 based characters can all use V7's HD morphs (and probably most of the other similar G3F 'main' characters' morphs, too) doesn't mean that a set of HD expressions for the base G3F won't sell like hotcakes...

    Yeah, I wonder, since they haven't been doing many releases with it. HD facial expressions seem like the thing it was invented to do, and I've never seen a pack for sale... There are a few small HD facial morphs that I believe come free with G3F, which seemed to hint at more to come, but I haven't seen anything else in that direction since.

    Maybe they're working on something like this for a future DAZ release (youtube link):

    That would be a treat to play with :)

    Your expressions are brilliant. I have a theory about why there are not many HD expressions.. Most of the people who do expressions/poses are not the same people who do characters. They may or may not have zbrush or the skill set to do them. I only know of a couple of PA's who I really think have all the necessary skills to pull good ones off.

    Edit to add that any pa can get access to the HD tools but not every pa has the software/skillsets/motivation to try them. There also may be some worry about adding to render times. Not an issue now with Iray I don't think but it can be hard to break out of a conservative mind set.

     

    Post edited by Khory on
  • mjc1016mjc1016 Posts: 15,001
    Khory said:
     

    Edit to add that any pa can get access to the HD tools but not every pa has the software/skillsets/motivation to try them. There also may be some worry about adding to render times. Not an issue now with Iray I don't think but it can be hard to break out of a conservative mind set.

     

    And not really much of an issue with 3DL and 'modern' shaders/raytrace hider (and raytrace caching enabled), either.

     

  • j cadej cade Posts: 2,310

    @pearbear Those are gorgeous, I am mad jelous of your sculpting skills

     

    I want Studio to do tension maps, a la this

    If you look at his mesh it's not higher res than the genesis figures, and the guy did a write up and it just uses 2 baked displacement maps. I'm actually starting some really basic experiments to see If I can do something similar in blender, but my sculpting abilities are a work in progress, as it were.

     

    If you want an example of HD and flexions/some expressions Smay's Boris has you covered, The problem is of course that as great as it looks on him it doesn't transfer to other characters, I'm not sure how well one could create something like that which could universalize and still look good.

     

     

    And yes I too would love hd expressions, If my sculpting skills get up to par I'm totally doing some

  • RAMWolffRAMWolff Posts: 10,256

    After weeks of working on skin settings for Dawn's Bruna I'm about there, got my maps plugged back in and got the right amount of this and that and colors dialed in. 

    While I'm pretty happy with the overall tone and skin quality the freckles seem to have all but vanished.  It's not like they are light freckles, as you know from my map conversion you did Andy to show me examples. 

    So I made a freckle map and am hoping I can overcome this blended out issue by plugging that in to a surfaces channel if possible?  I don't use LIE so not looking for advice for that. 

    Thanks for the help in understanding this.... hopefully a solution?

     

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  • pearbearpearbear Posts: 227
    edited January 2016

    j cade, That tension map video was beautiful (though I don't actually know what tension maps are!). I have Smay's Boris, it's really impressive! I forgot about that one. Yeah, it seems that the more detail put into bends and expressions, the less universal they are to other figures.

    Comparing V7 to some older generations of DAZ figure, one of the big changes (as everyone knows) is that there is an order of magnitude fewer polygons in the base mesh.

    V3 = 72,712 polys

    V4 = 67,619 polys

    V7 = 17,418 polys 

    That low poly base mesh makes V7 quicker and smoother to pose than past models, but gives sculptors a lot less detail to work with unless they are working with a subdivided mesh and making HD morphs. I guess the plan to reduce Vicki's polys was meant to go hand-in-hand with HD morphs (like the lovely Boris by Smay) to bring back the detail, but not many people are. Makes me want to try some sculpting experiments with V3 or V4 actually! I might be able to pull off some decent detail with just morphs, no need for displacement maps. I always liked the naturalsitic shape of V3 and S3.

     

    Just editing my comment to add some more info about polycounts for these models. I compared just the face part of the head for each and came up with this:

    V3 face = 16,335 polys (not counting eyebrows and back of head) 

    V4 face = 7,700 polys

    V7 face = 1,837 polys

    Here's a screengrab comparing the three faces' wireframes, V3, V4, and V7 basemesh. Eeeenteresting...

    Sorry to have been taking the Iray skin fiddling thread off topic, by the way.

    v3-v4-v7.JPG
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    Post edited by pearbear on
  • KhoryKhory Posts: 3,854
    mjc1016 said:
    Khory said:
     

    Edit to add that any pa can get access to the HD tools but not every pa has the software/skillsets/motivation to try them. There also may be some worry about adding to render times. Not an issue now with Iray I don't think but it can be hard to break out of a conservative mind set.

     

    And not really much of an issue with 3DL and 'modern' shaders/raytrace hider (and raytrace caching enabled), either.

     

    It was for me before I got the new computer.

    Ramwolf try dropping the SSS to 1.

  • RAMWolffRAMWolff Posts: 10,256

    That did the trick but now I need to go and readjust the colors a bit.  Never realized that SSS can blur out details like that!  YUK on that side effect! 

  • RAMWolffRAMWolff Posts: 10,256

    Skin tone.............. Which seems more realistic........... I'm partial to the second one as it's not quite as pink....

     

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  • AndyGrimmAndyGrimm Posts: 910
    edited February 2016

    @pearbear
     

     i am thinking about a solution myself a long time ....  a shader with multiple displacement slots should work for animation... just blending strengths between displacement maps/expressions by frames.... then i think i saw once a product for animated textures (script) but cant find it right now.... the same method could work for switchting displacements maps too. .. i am in for a brainstorming smiley

    @RAMWolff 

     If i like freckels and other skin irregularities to be darker or with more contrast to the normal skin i map them also in specular color (darker)... and glossiness/rougness

    Post edited by AndyGrimm on
  • AndyGrimmAndyGrimm Posts: 910
    edited February 2016

    personally i am really disappointed that the polycount on G3 goes down instead up thats why i dont buy them!... it is close to impossible to create good morphs in the base resolution. i really miss a high polycount G generation.. thinking about to work on a complete unique model myself...  but i know this would be a long therm project doing it just myself... all the needed morphs just for basic posing......

    soon we all have 12gb cards.. and i can see nothing against full rigged high poly models in the 2 - 5 mio count range...  i think there is a market for REAL photorealistic models soon. Also photometric scanning makes fast and big progress..

    Post edited by AndyGrimm on
  • KhoryKhory Posts: 3,854
    AndyGrimm said:

    personally i am really disspointed that the polycount on G3 goes down instead up!... it is close to impossible to create good morphs in the base resolution. i really miss a high polycount G generation.. thinking about to work on a complete unique model myself...  but i know this would be a long therm project doing it just myself... all the needed morphs just for basic posing... But i really think that there would be a market for REAL high poly models in DAZ... to me it looks as DAZ still targets gamedevelopers with the current G3 generation....

    soon we all have 12gb cards.. and i can see nothing against full rigged high poly models in the 2 - 5 mio count range...  i think there is a market for REAL photorealistic models soon. Also photometric scanning makes fast and big progress..

    I doubt it was game developers as much as it was users who don't have high end computer systems or who do scenes with a large number of figures. There are still plenty of people who are careful about poly count in a scene. Not to say that there are not plenty of us ready to have more robust models.. its just that they more often hear people complain in the other direction yet.

  • AndyGrimmAndyGrimm Posts: 910
    edited February 2016

    @Khory

    Sure... but developments for the market in 2 - 4 years starting now...  i am  thinking ahead smiley...    i am not saying that there is not a place for low poly models.... BUT the photorealistic market for the masses just started...      the needed GPU power will be standard for everybody soon... and the emiliy renders which i showed in this thread - well are done on a allready outdated laptop with a simple 1GB 96 cuda card.. who would have thought that this is possible 5 years ago? smiley

    Post edited by AndyGrimm on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2016

    Yea, your right. I better start making plans for a 440 three phase main for this place. That's going to take a lot of killawatt-hog graphics cards (VCA farm) to work with that in two years. And here I was looking at trying to make my computers consume less power, lol.

    96 GPU cores five years ago, I think one of the 'console' game makers was talking about some 'cell' thing further back then that. And game consoles need to share a 15-amp breaker with other stuff, so there limited by what they can pull for power, not so say quietly expel for heat.

    It's not just the RAM used by each figure, it's all the test renders to set up a scene, and how long it takes to get feed-back from each adjustment. If it takes more then three minutes for each adjustment, it is just Painful at best.

    Post edited by ZarconDeeGrissom on
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