Sub surface scattering again...

Started by Hannes, November 26, 2014, 06:42:58 AM

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j meyer

As for the full figure I'd say we would be better off with a free
model,because everyone can access it and participate.

The settings (in the linked pic above) show some interesting things.
For instance the depth map is not a depth map,but a translucency
map.And it shows how they use the other maps.
Some things are hard to figure out,though,unless you know that engine,
which I do not know.

Did some testing last night and this is what I found.
First pic shows the different reflectivity/specularity settings on a black


That made me think and so I inversed the gloss map externally which
gave me this result.


Pretty different from the TG-inverted map.

To be continued in the next post.

j meyer

Then I made a custom gloss map to have another look.
The map the small pic in the center.


Usually one would think 50% grey will remain 50% gray after an inversion,
but as can be seen in TG it is not.

Matt can you please tell us what TG does here?
I think I remember that the default shader multiplies the diffuse colour
with an added image or an added PF as function,for example.
So what happens here?

Anyway,this is very interesting,or better fascinating. ;)

Last one is a comparison of Matt's and mine methods on the shaded model.


Not that far apart I'd say.

j meyer

The images are cut off on the right side instead of having the slider.
Is that feature broken?

Edit: just in case,right click and display graphic(image) should in the meantime.


I'd guess the change another forum member asked us to make so that they could view on a mobile device has broken the scrolling. :( We'll have to take another look at that.

As to the images, Matt's method looks more correct certainly, does it not? Yours has odd reflectivity on the ears, neck, and upper cheeks near the eyes.

- Oshyan


That black one is a bit creepy. Little like Darth Mal, only not cartoony.

Honestly guys, I think you got this pretty darn far already! hypothetically, if we could animate figures in TG, I think I would be pretty dang happy with the look you are already getting in an animation. I mean, look at it, its pretty freaking good!

Nude may not be as useful as I first thought. I was thinking that clothing would also be very hard. Fabric and cloth...
put a body on this guy and see if you can get cloth to look real too, up close. Not an easy thing, and sss should play a roll, since you can see light through a cotton shirt too, for example.

About the free model. I would like to play with a full figure that you all also have. But in 3-4 years of playing with 3D. I don't remember ever seeing one of very high quality that was for sale at all, let alone free. Renderosity does have a few good female figures (good skin and everything) but they are not free. and you have to use DAz or Poser to make use of them

Something to think about.
It has been eaten.


Agree with Oshyan. Although the overall reflectivity could be just a tad higher on the right image.

j meyer

I do not agree,to me the things Oshyan mentioned are the
reason I like mine better reflectionwise.
Not to mention the overly sharp and blocky highlights on the
lips.I do agree that the highlights on the ears need improvement,though.
As do other aspects.And that goes for both in my opinion.

Michael - there are high quality figures for sale,you just didn't find/see
             them apparently.I don't remember the sites names,though,but
             over the years there have been some good sculptors that sold
             their highpoly models.
             And there are poser models on cgshare and artist3d at least.
             So or so it would be a compromise.


I have to say that I really don't like those Poser zombies, and I won't use any of them, but I'm sure there are some other more or less realistic ones somewhere in the net.

Here I used an additional map to simulate the thickness of the ears' cartilage (is this the right expression?). Otherwise the ears were evenly glowing, which doesn't look realistic.
Then I thought it would be nice to add some body hair. So I created a cylindric stubble mesh and a flat hair mesh in 3ds max.
I used a few masked populations to distribute them onto the head. The beard (and head-) stubbles use the Tint diffuse color function with a very small PF to create randomly distributed black and white hairs. The hairs on the neck and the ears are actually small tapered, bent and twisted planes to use translucency when they are backlit.

To apply the hairs onto the ears I had to use two different populations left and right of the head with their areas rotated vertically and pointed towards the mesh.

Thinking about creating some longer hairs on his head.

j meyer

 8) ;D Very nice Hannes.The peach fuzz on the neck came out great!
He could use eyebrows along with his beard.
Yes,additional maps seem to be the way to go.
Keep them coming!

j meyer

Hannes didn't you use one of NickZ's models recently?
Maybe something like that would be a solution.


He looks like a different guy with the beard :)
Very nice work Hannes.


Thanks Kadri!

Jochen, yes, it was for my knight models. The model I used is really great, but not very detailed.

Here is just for fun the head in stereo for cross eyed viewers. Are there any?

j meyer

J.Statham's uncle. ;)

Maybe we should contact the Ten24 guys and show what we have
and ask if they provide a fullbody reference model for shading tests.


Quote from: j meyer on December 14, 2014, 02:15:35 PM
J.Statham's uncle. ;)

Maybe we should contact the Ten24 guys and show what we have
and ask if they provide a fullbody reference model for shading tests.

Now there's an Idea worth pursuing
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist