How to achieve this Skin quality ?
I've been rendering for sometime and Iam trying to achieve the same skin quality as this one shown below but I cant seem to get it right (both with G8, G8.1 and even G9 !!!). Is there any special steps I need to take or apply a specific asset or something ? Any help is appreciated, thanks.
The render I want :
The render i usually get :
Post edited by MelonLord on
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Your render shows signs of the "denoising" filter being turned on, which will make the skin looks extra smooth and will lose a lot of the detail. So also ensure the denoiser is set to off in the render settings.
I did tried Vellus but dropped it cause of how long it took to render and honestly, didnt see much difference with it. Besides that, I am absolutely clueless about all the other points you've mentioned. Also one more thing, I've tried experimenting using Skin Detail Resource 2 and got a similar result but it's still nowhere near the one above
Yeah normally it's set off but again the skin pretty much looks the same even without denoiser
It's worth pointing out that the example of a render you want to achieve is zoomed in significantly more than your render. There might be detail in your render that you're not seeing because it's a wider shot. Other than that, using PBRSkin shader with a micro detail normal map, like the ones included with every (I think) 8.1 core figure will get you a lot more visible detail.
It feels like you're speaking in another language. Does it have to do something with using PBR Skin Manager ? About the zoomed part, I've tried using the same camera settings but still it doesnt hold on par with the image
PBRSkin is the skin shader that was introduced with G8.1, and is used on all the core figures as well as many PA characters. You can find it in your default resources. Whereas Iray Uber shader has a single normal map slot, PBRSkin includes a micro detail slot. A typical normal map for a figure will be 4K and cover the entire UV island, like the entire face. The micro detail maps are 4K or even 8K and cover a small area of skin, but are tiled so that you get much finer details, which will help you get to the skin quality you're after. If you have any 8.1 core figures (Victoria, Brooke, etc.) try applying their skin and give that a render.
Oh okay now I get it. I often wondered what those pbr and uber files were for (i thought those uber files were for iray and pbr for interactive render mode). I have another selfish request. Can you guide me on this, I'm absolutely clueless on how to do this. Really appreciate it
They're both Iray shaders, but Uber is an all-purpose shader while PBRSkin is specially configured for skin, as the name suggests. The easiest way to get started is to either apply an 8.1 material preset to your figure and/or select an 8.1 figure material preset and hold CTRL while you add it to the figure. In the dialogue that pops up, change Maps to "Ignore", and it will load that figure's surface settings on top of your existing texture maps. This will give you an idea how PBRSkins are set up. If you chose the latter option the micro detail maps won't be applied, so you can just add those manually.
Here's Monique 8 next to Jada 8.1. Monique's skin looks pretty good, but even farther away from the camera, you can clearly see that Jada's skin is more detailed and realistic.
Sorry i just browse the forums using the 'New Threads' feature and sometimes dont see that they are in New Users subforum before responding.
I can simplify what I said.
The shadows in the render you hold up as an example are, while not knife-edged, sharper than the shadows in your own render. You also seem to have light coming from more directions (which may be part of the softening). The softer the lighting, the more detail will be blurred out - this is why candle-light is seen as more "flattering" than electic light.
Is there a master class somewhere with all this information on skin-specific surface settings? Seems like a lot of very important information to learn.
I think Digital Arts Live might have doen one, but most of what i say above is fairly generic - some, such as the effect of the size of the light source, aplies to real-world photography (hence the use of soft-boxes).