This is a try to improve the fleshy shader (without skin diseases) of my Materials thread and a try to improve my flesh SSS shader ( http://www.planetside.co.uk/forums/index.php/topic,19199.msg188567.html#msg188567 )as well.
I added a subtle PF bump map to get a little more detail, and this time I used a reflective shader with RT on. It looks more natural to me. Unfortunately there was a lot of flickering in the (soft) reflection, which seems to be a known bug, so I had to use a little frame blending in AE. It's no GI flickering, I used a GI cache.
The translucency is masked by a texture especially to make only parts of the ears glow and to prevent the nose from glowing. There is a simplified head inside the main head to block the light inside the head as well.
The hoodie is a free mesh from here: http://cgbakery.com/675/.
The ztl (ZBrush format) is incredibly detailed, and together with the texture it's a 2GB file! But it's worth it, and as TGO it's a lot smaller in file size.
For converting I downloaded the fully functional ZBrush demo. Cool stuff!
Impressive! Looks convincing!
I should have had the same patience with my Vin Diesel before rendering. ;)
This looks reallyreally good!
cheers, Klaus
8) Nice to see you continue with that.
The bump seems to be too much, at least to my eyes, but that might be due to the
fact that I'm familiar with the model.
Did you paint a new translucency map?
Another improvement would be a new specular map, as is it seems a bit too uniformly
shiny/glossy.
Keep it up man.
The results of the german jury. ;D ;D ;D
Thanks guys, I'll keep on experimenting!
Looks good.
And finally, here are the results from the Netherlands (cheer); good job, Hannes, 9 points. I agree that the bump might be a tiny tad less, but overall it's very convincing!
I did some tests with lower bumpiness and masked specularity. Below you can see the comparison. On the left side is the original, on the right side the updated version. What do you think?
Somehow I like the left one better....
So do I. What kind of specular variables do you have, besides the mask?
Actually I played with all parameters of the reflective shader except the reflection tint, until I was OK with the results, but in the end I prefer the evenly reflective version. The scene may be set in the desert, so it's hot, and the poor guy is sweating like hell in his hoodie.
...which makes me think of making the pimples (which are still in the scene but disabled) beads of sweat (is this the right word? I had to google translate it...)
Yep, as being sweaty it works well.
So, did you try to paint a new spec map? If so, what was your approach
to deal with the offset of the grey values Matt pointed us to the other day?
Thanks, but what values? The 1.33 index for water (or should you use a grease index?) and the 0.2 for specular roughness?
Sweat; I use a blue node setup to get tiny circular drops on my people, displaced a little with a high reflection.
Quote from: Dune on January 08, 2017, 03:35:41 AM
Thanks, but what values? The 1.33 index for water (or should you use a grease index?) and the 0.2 for specular roughness?
Sweat; I use a blue node setup to get tiny circular drops on my people, displaced a little with a high reflection.
I used these values. See attached image.
What kind of blue node setup do you use for the droplets?
Thanks. That's quite some softness, did you up the samples? No blocky renders?
Here's what I do for sweat (except exercise) :P
Thanks Ulco! I'll see, if I can replicate your sweaty setup, and yes, it was blocky. That's why I had to blend the frames in AE.
Looking forward to an improved soft reflektiert.
original guy seems older - which makes sense, smoother skin on the updated dude. I guess the ideal (for me) would be a cross betweeen the two. The forehead and neck from right image and the rest from the left image ;)
Still very good results either way!
Quote from: Hannes on January 08, 2017, 02:42:31 PM
reflektiert
I don't know what had happened when I wrote this. This is the german word (partial past perfect (?)) for reflecting, so I guess I was too tired or it was the spelling check of my cellphone.
However here is the comparison between Ulco's procedural sweat, which he generously shared with me (which sounds a bit like some sick fetish thing, I know ;)) and the population of flattened spheres.
Thanks again, Ulco!!!!!!!Unfortunately the bumps in your solution adapt the shaders below, so it's some sort of a fake pebbles shader, or in this case an advanced pimples shader, which is cool, because it wasn't intended to be one, right?
My population looks a bit like a head in sparkled water with bubbles on it, so I'm not sure which one is better.
Sharing sweat is not one of my habitual behaviors, I might say, but I'm glad you liked it so much :P
It was an older clip, so I don't know if all the settings were perfect. Perhaps you need to change the refraction index to a smaller number to get more reflections on the displacements. They were intended as little bumps, catching light, so it was intended alright.
Quote from: Dune on January 10, 2017, 02:44:53 AM
Sharing sweat is not one of my habitual behaviors, I might say, but I'm glad you liked it so much :P
...
You're doing funny things here... ;D ;D
Hannes, I'm still amazed at how well the procedural skin works. Good work so far.
OK, this is it now.
I used a population of beads of sweat (squashed spheres), adjusted the reflection settings and added some eyebrows. Done!
I really want to do something else now.
It looks a bit as if he fell into the sand. I guess the perspiration beads need to be bigger, but I can imagine you've had enough of this gloomy guy.
Thanks Ulco! Yes, it's enough now. Off to something else!!