Why is g3f preview (viewport) skin texture so unappealing?
![CMacks](https://secure.gravatar.com/avatar/261f17dec4653fa4739dcf19bdfecdef?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2F261f17dec4653fa4739dcf19bdfecdef_100.png)
This is something that has been bugging me for a long time. We spend so much time morphing and posing characters (e.g., g3f) staring at this ugly, shiny, washed out gray texture (for the white gals at least). Would it be so hard for the texture in the viewport to look a little more, well, skin-like? For V4 this has always bugged me too, and I created a pose file that tweaks the textures so that they look better. Yes, at rendertime I have to deal with that, but it isn't hard (I use Reality exclusively).
Does this bother anyone else, or am I just nuts?
Comments
If you have a good video card you can use the Iray mode for the viewport. Otherwise you're stuck with OpenGL for the viewport, so you lose all the nice feaatures in 3delight or Iray.
The OpenGL viewport isn't capable of using the more advanced shaders most venders use with their character skins, a properly coded Diffuse channel is about all it can really cope with.
If I want to get an idea of what a render is going to look like, I either do a spot render, or use the Aux Viewport. I prefer this than sacrificing performance permenantly activating it on the main viewscreen would have.
Try doing it on the main viewport, then try working on the scene. To get it looking like (IRAY) does, you need to use IRAY; if the openGL had been able to produce the same look then IRAY or some other renderer would not have been needed, and renders would happen in real time no matter how complex.
My point is that if I can tweak the settings by hand so that the skin looks much better, they could have just made this automatic. I'm not referring to IRAY, just the standard (opengl?) interface. I will post some samples to show what I mean.
If you tweak the settings to look better in the viewport they won't look as good (or at least as intended) in the render.
The thing to remember is that we're talking about two different rendering engines here, OpenGL which is used for the Viewport, and 3Delight, which was the old default renderer before Iray came along. By definition, you can't really have the same surfaces settings producing the same look in different rendering engines — they just don't work that way.
Not to be contrary...but you can (if they all understand the same shading language, and thus are able to share shaders)...but the 3 used in Studio do not. GLSL, RSL and Iray's MDL are three very different languages and have very little, if anything, in common. And that's where the differences are...other than some very basic functions they have nothing in common.