Layered Skin
Re: Layered Skin
Zom-B, your mesh is open, that can be a problem for a volume.
And, skin is not even 1cm deep. Muscles and the faschia wrapping them are pretty opaque. My advice is to duplicate the mesh and apply it a grey diffuse with an uniform, negative displacement (~ -4mm ?) to figure the light-blocking mass.
Nice tests all !
And, skin is not even 1cm deep. Muscles and the faschia wrapping them are pretty opaque. My advice is to duplicate the mesh and apply it a grey diffuse with an uniform, negative displacement (~ -4mm ?) to figure the light-blocking mass.
Nice tests all !
obsolete asset
Re: Layered Skin
Doesn't it just make u wanna grab them.pixie wrote:What a nice couple she has!
Re: Layered Skin
Realy great work all
ZomB, how did you make hairs...mesh with blended material?
ZomB, how did you make hairs...mesh with blended material?
Re: Layered Skin
Here is a image of the map I used as absorption layer. Its simply the diffuse color map (brightened up a little).
The whole mesh + textures is a example scene in C4D for BodyPaint:
Anyway... I would prefer some more physical Model for skin like the existing one with Dermis+Epidermis in a 1 material setup (no need for 2 meshes!!). The results at the moment are quite promissing, but I realy would prefer a stand alone skin medium type for glossy transparent materials.
Finally I tried to blend a glossy transparent material with lower Scattering value (just 10%) with an Phong material (using the original more saturated color map). The result renders way faster and is also quite fine:
The whole mesh + textures is a example scene in C4D for BodyPaint:
I had the same issues with simple closed "testboxes" of flesh...CTZn wrote:Zom-B, your mesh is open, that can be a problem for a volume.
Good point, that I totally forgot...CTZn wrote:And, skin is not even 1cm deep. Muscles and the faschia wrapping them are pretty opaque. My advice is to duplicate the mesh and apply it a grey diffuse with an uniform, negative displacement (~ -4mm ?) to figure the light-blocking mass.
Anyway... I would prefer some more physical Model for skin like the existing one with Dermis+Epidermis in a 1 material setup (no need for 2 meshes!!). The results at the moment are quite promissing, but I realy would prefer a stand alone skin medium type for glossy transparent materials.
Finally I tried to blend a glossy transparent material with lower Scattering value (just 10%) with an Phong material (using the original more saturated color map). The result renders way faster and is also quite fine:
polygonmanufaktur.de
Re: Layered Skin
Nice test Whaat. The fingernails made out of flesh are slightly disturbing though
Re: Layered Skin
haha...true.OnoSendai wrote:Nice test Whaat. The fingernails made out of flesh are slightly disturbing though
I updated the image on the previous page with one that has cooked longer. One thing that I've noticed is that for highly scattering media, if you let it render long enough, you begin to see facets even though normals are set to smooth. The model is using two levels of Indigo subdivision. Is this a bug or is the only way around it to use extremely high levels of subdivision?
@ZomB:
Can you try rendering that face at real scale with the latest skin material settings I posted? Or, just create the PIGS file and post it here so I can render it (If you don't want to tie up your system)
Thanks
Re: Layered Skin
A simple 10X multiplifcation of the absorption values and you get this....black and beautiful...
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- dark_skin.jpg (51.91 KiB) Viewed 3220 times
Re: Layered Skin
Close-up of ear (light skin version)
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- ear.jpg (136.85 KiB) Viewed 3189 times
Re: Layered Skin
I think it's a SSS issue/bug. I'm not sure if it's correct behaviour or not.Whaat wrote:haha...true.OnoSendai wrote:Nice test Whaat. The fingernails made out of flesh are slightly disturbing though
I updated the image on the previous page with one that has cooked longer. One thing that I've noticed is that for highly scattering media, if you let it render long enough, you begin to see facets even though normals are set to smooth. The model is using two levels of Indigo subdivision. Is this a bug or is the only way around it to use extremely high levels of subdivision?
Thanks
Re: Layered Skin
Reminds me of an issue I experienced with GI caustics in mental ray:
http://www.worldparallelftp.com//adam/m ... Shader.jpg
the answer I had was:
#1: Augment drastically the mesh resolution
#2: render with less convergence (less photons in this case)
This doesn't give us an answer about correctness tho...
http://www.worldparallelftp.com//adam/m ... Shader.jpg
the answer I had was:
So, there were two work arounds for this case:The funny thing is most people wouldn't get that banding with the default settings because they would only use 100k-200k caustic photons which means the result is heavily blurred. You are using 5 million photons (my type of render!) so the banding detail shows.
#1: Augment drastically the mesh resolution
#2: render with less convergence (less photons in this case)
This doesn't give us an answer about correctness tho...
Last edited by CTZn on Sat Dec 12, 2009 6:25 am, edited 2 times in total.
obsolete asset
Re: Layered Skin
yesCTZn wrote:http://forums.cgsociety.org/attachment. ... ntid=97071 hope you don't have to be logged in
Re: Layered Skin
I finally found out where the problem is with my low samples per second. In your skin4.pigm you have a absorption spectrum with a rgb gain of around 10000% !Whaat wrote:Can you try rendering that face at real scale with the latest skin material settings I posted? Or, just create the PIGS file and post it here so I can render it (If you don't want to tie up your system)
I always stayed in the 100% range, and by this the samples start do drop drastically... just try by yourself...
I never understood why there is a possibility to absorb more then 100% and also how a color can be more saturated than 100%... it makes no sense for me... even less in a physical based render engine!
The new absorption Layer is also quite confusing being used together with the absorption spectrum.
Here finally a image rendered with your settings of skin4.pigm. Only thing I changed was raising the exponent to 100 since I use a exponent map... I also didn't used the emission you use on your material.. why is there any??! I had to play around with the absorption Layer and desaturate it a lot, since my image was way to reddish... if you want the mesh & texture I can send you via pm Whaat?!
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Re: Layered Skin
Actually the % doesn't give the full meaning to what lays behind. Take the 10000% example you bring, if you load it in IME you'll see that i translates to 0.01m, meaning how much it will be absorbed into the material.ZomB wrote:Whaat wrote:I never understood why there is a possibility to absorb more then 100% and also how a color can be more saturated than 100%... it makes no sense for me... even less in a physical based render engine!
Re: Layered Skin
Looks pretty good, zomB (except for the eyes..)
I find it a bit tricky to use Abs Layer Trans as well. I think the key is to brighten the map a lot (near white) and then slightly darken and saturate the areas that you want the color to show through more (lips for example)
I find it a bit tricky to use Abs Layer Trans as well. I think the key is to brighten the map a lot (near white) and then slightly darken and saturate the areas that you want the color to show through more (lips for example)
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