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General => Image Sharing => Topic started by: Hannes on November 11, 2019, 09:35:53 AM

Title: A scan head once again...
Post by: Hannes on November 11, 2019, 09:35:53 AM
Another scan head from here:
https://www.eisko.com/louise/virtual-model

The usual facial expression of a wife at three o' clock in the night, when her husband comes home from the pub. ;)

This model is very interesting, since there are several types of organic tissues. The whole model (except the lashes) uses glass shaders in different variations.
Once again I created my own specularity map. I also converted the normal map into a bump map (this time it seemed to work correctly).
It took quite some time to get the right shader for the teeth. At the beginning it looked a bit like enamelled metal, but eventually I found the (hopefully) right balance between volume density and decay distance.
Also the gums took a while, although they're barely visible. But I found that if it's not correct, it can look rather scary.

And I used my own eyeball model again.
Title: Re: A scan head once again...
Post by: DocCharly65 on November 11, 2019, 10:23:15 AM
Great!
Title: Re: A scan head once again...
Post by: Dune on November 11, 2019, 10:24:58 AM
Oops, happy wife, happy life :P  Better stay in the pub... This is great again, Hannes. Only the hair is a bit flattish, but it's only texture. Knit her a hat!
Title: Re: A scan head once again...
Post by: Hannes on November 11, 2019, 10:35:21 AM
Thanks guys! Yes, Ulco, the hair is ugly. Maybe I'll find or create something for that.
Title: Re: A scan head once again...
Post by: Matt on November 11, 2019, 04:42:47 PM
Quote from: Hannes on November 11, 2019, 09:35:53 AMIt took quite some time to get the right shader for the teeth. At the beginning it looked a bit like enamelled metal, but eventually I found the (hopefully) right balance between volume density and decay distance.

Incredible work Hannes! Regarding the teeth, I was thinking recently about roughness settings for things like this. I think it might be better with a high-roughness base for the SSS, with a separate coating for the surface specularity (e.g. a Reflective Shader). And perhaps that is worth trying for skin as well.
Title: Re: A scan head once again...
Post by: Oshyan on November 12, 2019, 06:17:27 AM
All elements look rather good! Especially eyes, gums, and mostly the teeth too, though I'm curious if Matt's solution would be even better.

- Oshyan
Title: Re: A scan head once again...
Post by: Hannes on November 12, 2019, 08:02:51 AM
Thanks a lot for your comments. I'm not really sure, what you mean by a high roughness base though. Do you mean the specularity roughness?
Title: Re: A scan head once again...
Post by: WAS on November 12, 2019, 12:57:25 PM
This is wonderful. Definitely showing of SSS nicely. The teeth are a little to pearlescent imo. A a more bumpy (but smooth) roughness map following the enamel surface (which shouldn't be perfect unless she has veneers). Some vertically stretched high contrast soft PF noise could probably added to your base roughness to breakup the glossy smoothness of the teeth.
Title: Re: A scan head once again...
Post by: Matt on November 12, 2019, 09:12:59 PM
Quote from: Hannes on November 12, 2019, 08:02:51 AMThanks a lot for your comments. I'm not really sure, what you mean by a high roughness base though. Do you mean the specularity roughness?

Yeah, specular roughness. A glass shader with a high specular roughness might produce a more realistic subsurface scattering effect, and if you need a glossy coat then you can add that with a separate Reflective Shader. This is probably worth trying on the skin too. It allows you to have two specular lobes.
Title: Re: A scan head once again...
Post by: Agura Nata on November 13, 2019, 01:08:50 AM
Awesome!
Title: Re: A scan head once again...
Post by: Hannes on November 13, 2019, 01:59:10 AM
Thank you, A.N.!!
Matt, I see. I guess, I already used a similar setup (see attached image). I used some extra surface layers with colour unchecked to apply the bump map and specularity map.
The glass shader for the SSS skin has a reflectivity of 0. I only wanted reflections where the map generates them. So the roughness has an effect, even with reflectivity at 0? I'll do some tests.
Title: Re: A scan head once again...
Post by: Hannes on November 13, 2019, 02:03:49 AM
Jordan, these are the teeth in the original rendered size. I already used a bump map for the teeth, but no reflection variety so far. I'll see, how some roughness editing looks.
Title: Re: A scan head once again...
Post by: Hannes on November 13, 2019, 02:36:55 AM
I think, I'm getting old... ::)   I just remembered, that you were mainly speaking of the teeth SSS shader, Matt, and I posted my skin setup!
OK, you said, it might be worth trying that for the skin as well. I'll see...
Title: Re: A scan head once again...
Post by: Hannes on November 13, 2019, 06:42:31 AM
Here is a comparison. The first image shows the original, the second one a (SSS) glass shader with a higher roughness (1) plus a reflective shader with a roughness image. The third one is the same like number 2, except the reflective shader has a higher IOR.
Title: Re: A scan head once again...
Post by: KyL on November 13, 2019, 07:11:22 AM
The second one looks more realistic to me. It's great too see further work on this!
Title: Re: A scan head once again...
Post by: Dune on November 13, 2019, 07:50:27 AM
Agreed.
Title: Re: A scan head once again...
Post by: Matt on November 13, 2019, 06:53:31 PM
Quote from: Hannes on November 13, 2019, 01:59:10 AMSo the roughness has an effect, even with reflectivity at 0? I'll do some tests.

Yeah, specular roughness affects the diffusion of the rays entering the volume and this can change the appearance of the SSS. And if your volume density is low enough to allow some light to get through without being scattered, the roughness affects the diffusion of this light.
Title: Re: A scan head once again...
Post by: WAS on November 13, 2019, 10:44:15 PM
Quote from: Hannes on November 13, 2019, 02:03:49 AMJordan, these are the teeth in the original rendered size. I already used a bump map for the teeth, but no reflection variety so far. I'll see, how some roughness editing looks.

Honestly with that zoomed in image this may be more a factor of highlight spread and sharpness. For example, the second one as KyL, and Ulco mentioned, looks the best. Which has a softer highlight, and a larger spread. This seems to breakup the glossy veneers look.

I would love to have those teeth. I was born with practically no enamel (my genes decide I only need the most thinnest of layers). You can imagine the state of my teeth today.
Title: Re: A scan head once again...
Post by: Hannes on November 14, 2019, 05:02:22 AM
OK, here is Louise with the teeth you preferred.
Title: Re: A scan head once again...
Post by: Dune on November 14, 2019, 06:10:29 AM
Awesome. Another milestone for TG, and great work on her, Hannes.
Title: Re: A scan head once again...
Post by: DocCharly65 on November 14, 2019, 11:51:55 AM
Wow! Congrats!
The teeth look much better than in the comparison!

Outstanding work!


May I ask? :
What are the final quality settings (micropolys/AA)  and rendertimes? 
I am still a bit undecided if I do some updates in my film because I don't use any pathtracing so far and because I mix "real" people and comic characters. I don't want to risk too wide quality differences (though I already have some over the last 7 years ;D )
Title: Re: A scan head once again...
Post by: Hannes on November 14, 2019, 12:27:56 PM
Thanks again!!
Doc, I used MPD/AA of 0.1/12 (a low MPD, since there are only objects). Rendering took about five hours with an image height of 2000px.
Title: Re: A scan head once again...
Post by: bobbystahr on November 15, 2019, 10:18:55 PM
Quote from: Dune on November 14, 2019, 06:10:29 AMAwesome. Another milestone for TG, and great work on her, Hannes.
echo Ulco a true break through.
Title: Re: A scan head once again...
Post by: Hannes on November 18, 2019, 04:32:06 AM
A weird and a little disgusting post Halloween version of the same model.
I had the idea after I accidentally forgot to enable the teeth, and it looked a bit scary. I had to soften the gums mesh and manipulated the textures a lot.
The cracks are procedural.
Title: Re: A scan head once again...
Post by: Dune on November 18, 2019, 04:35:02 AM
;D :o
Title: Re: A scan head once again...
Post by: bobbystahr on November 18, 2019, 09:38:05 PM
love the spittle strings, for me that 'sold' it. but overall awesome!
Title: Re: A scan head once again...
Post by: WAS on November 19, 2019, 01:23:38 PM
Quote from: Hannes on November 18, 2019, 04:32:06 AMA weird and a little disgusting post Halloween version of the same model.
I had the idea after I accidentally forgot to enable the teeth, and it looked a bit scary. I had to soften the gums mesh and manipulated the textures a lot.
The cracks are procedural.


Yike! That's crazy! And yeah the lack of teeth really does sell it. I bet you could use the same voronoi with a soft perlin warp and some translated merged of the same, to act as blueish-black veins under the flesh, using another soft perlin to mask them into areas.

Has anyone tried subsurface veins yet?
Title: Re: A scan head once again...
Post by: Hannes on November 20, 2019, 12:53:53 AM
That's what I'm doing at the moment.
Title: Re: A scan head once again...
Post by: DocCharly65 on November 22, 2019, 05:45:25 AM
Incredible! How beautiful scary images can be...