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General => File Sharing => Shaders, Materials => Topic started by: Hannes on December 14, 2019, 08:47:44 AM

Title: Human PT shaders and eyes
Post by: Hannes on December 14, 2019, 08:47:44 AM
After numerous tests with subsurface scattering on human models I'd like to share some stuff.
There are PT shader setups for different body parts included and an eye object with PT shaders and textures to replace the mostly bad eyes of available 3d models.

Instructions for use are in the RAR file.

I'll see, if I can upload the stuff. I already have splitted the RAR file into two parts, since the current total attachment size allowed per post is 5000KB. I get a warning although the first part only has 4096 KB
Title: Re: Human PT shaders and eyes
Post by: Hannes on December 14, 2019, 08:49:03 AM
OK, seems to be working. Here is part 2:
Title: Re: Human PT shaders and eyes
Post by: WAS on December 14, 2019, 09:19:08 AM
That's a very generous share, Hannes, especially those superb eye objects for TG. Thanks a lot, I really wanted to figure out how to did those eyes. I wrote down your explanation in fact.
Title: Re: Human PT shaders and eyes
Post by: Dune on December 14, 2019, 11:25:28 AM
Great, thanks very much, Hannes! I only hope I can open these rar's as I've had trouble before with yours (nothing inside).
Title: Re: Human PT shaders and eyes
Post by: Hannes on December 14, 2019, 11:32:55 AM
There's definitively something inside! ;D
I use Winrar, and it works perfectly.
Title: Re: Human PT shaders and eyes
Post by: Hannes on December 14, 2019, 11:43:43 AM
By the way, the subsurface scattering settings are for real scale models. If you use models that are larger or smaller you'll have to adjust the decay distance according to the scale of the model.
Title: Re: Human PT shaders and eyes
Post by: mhaze on December 14, 2019, 12:11:07 PM
Thank you!
Title: Re: Human PT shaders and eyes
Post by: sboerner on December 14, 2019, 01:57:17 PM
Thank you, Hannes! Looking forward to trying these.
Title: Re: Human PT shaders and eyes
Post by: WAS on December 14, 2019, 03:57:36 PM
Quote from: Hannes on December 14, 2019, 11:43:43 AMBy the way, the subsurface scattering settings are for real scale models. If you use models that are larger or smaller you'll have to adjust the decay distance according to the scale of the model.

It'd be cool if these settings could tie into the transform input shader and multiply by whatever factors you use in scale.
Title: Re: Human PT shaders and eyes
Post by: Dune on December 15, 2019, 03:05:02 AM
>:(  Rar trouble again. Maybe it's Mac to Win 7 that causes this for me? But, luckily I converted the rar's online to zip first ;D  Thanks Hannes!
Title: Re: Human PT shaders and eyes
Post by: Hannes on December 15, 2019, 05:18:58 AM
Weird. Maybe it's right, and it's the Mac to Win thing?!
Title: Re: Human PT shaders and eyes
Post by: Dune on December 15, 2019, 05:49:40 AM
Yeah, but I'm glad it can be converted online.
Title: Re: Human PT shaders and eyes
Post by: KlausK on December 15, 2019, 08:54:29 AM
Thanks a lot Hannes! Very generous of you.

@ Ulco
No problems here. Win7 also. Converting should not be necessary.
Which version of WinRar do you have? I am using version 5.20 from 2014.
I can`t imagine you`re doing anything wrong trying to open the archives...
The file size which is shown in the window is correct. So there must be something going on on your side.
Btw you can use 7zip to open rar archives as well. It`s free and quite capable.

Do you have any antivirus software running which might delete a "dangerous" download?
Does your browser do something like this?
I am out of ideas :}

CHeers, Klaus
Title: Re: Human PT shaders and eyes
Post by: Dune on December 15, 2019, 09:30:31 AM
Ah, just noticed I use version 3.8 beta 5, but a very old evaluation version. I actually wonder why it does work sometimes, as I can open most rar's. Thanks Klaus. Off to get 7zip!
Title: Re: Human PT shaders and eyes
Post by: WAS on December 15, 2019, 10:09:45 AM
Quote from: Dune on December 15, 2019, 03:05:02 AM>:(  Rar trouble again. Maybe it's Mac to Win 7 that causes this for me? But, luckily I converted the rar's online to zip first ;D  Thanks Hannes!
New WinRar saves in RAR5 unless specified. Your WinRar may be outdated. Like I've mentioned before 7zip opens rars and a plethora of other archives. It's also lighter than WinZip and WinRAR together.
Title: Re: Human PT shaders and eyes
Post by: Stormlord on December 16, 2019, 06:54:53 AM
Quote from: Dune on December 15, 2019, 03:05:02 AM>:(  Rar trouble again. Maybe it's Mac to Win 7 that causes this for me? But, luckily I converted the rar's online to zip first ;D  Thanks Hannes!
I had sometimes the same problem with .RAR Files, so I tried 7-Zip instead!
Often the Archive is ok, but the software is outdated. With 7-Zip I was able to expand the Archives.

STORMLORD
Title: Re: Human PT shaders and eyes
Post by: Dune on December 16, 2019, 07:12:53 AM
I've got 7-zip now, so I'm RARReady
Title: Re: Human PT shaders and eyes
Post by: WAS on December 16, 2019, 11:52:06 AM
Quote from: Dune on December 16, 2019, 07:12:53 AMI've got 7-zip now, so I'm RARReady

Now I feel WinRAR missed an opportunity in branding...
Title: Re: Human PT shaders and eyes
Post by: bobbystahr on December 20, 2019, 11:51:35 AM
years back I discovered PeaZip which seems to handle everything nicely.

https://www.peazip.org/
Title: Re: Human PT shaders and eyes
Post by: QuinlanG on January 04, 2020, 01:52:06 AM
A belated and delighted thanks to you Hannes for your wonderful Christmas crib and insights into the Hogwarts School of Nodes.  Another thanks too to Dune/Ulco for further help, without which I wouldn't have gotten far.

To appreciate the 'magic' of these shaders I enclose a series of pics showing progress as they are introduced.
first up is the basic import at a 1:1:1 scale from a PoserPro 11 object export without any tweaks within Poser;
Gina_01.jpg
This is really rough as you can see;
Gina_02.jpg
Then the amazing magic happens once the tgcs are introduced;
Gina_05.jpg
With a tweak for the lips to give some colour and reflection

I also include two large images showing the mouth and fingernails — tho the latter can't really be appreciated in this render, the teeth however, come out really well indeed

First image was rendered in Poser for comparison, also SSS textures, and if you have the patience to see it at full size you will see minor skin details like fine hairs — again just as it comes in Poser no tweaks
Gina 03_1-01.png
Second is the same pose done in T4 and although some of the fine skin detail is lost it is still amazing imho
Gina_06.jpg

For anyone interested in taking this further I've uploaded the tgd file and Gina figure object files with image maps etc to dropbox and you should be able to downloaded it here

https://www.dropbox.com/s/e7wyuzl47pq8zsy/Gina%20Archive%20plus%20tgd%20file.zip?dl=0

I haven't done the eyes with a separate object as yet :) and there are still some more things to tweak, but the results really are 'magic' I feel.  

Many thanks once again to Hannes and Dune/Ulco for their kind generosity and time.

Quinlan

Platform: MacBookAir6,2 i7, 2core 1processor, 8GBram
Title: Re: Human PT shaders and eyes
Post by: WAS on January 12, 2020, 12:05:40 AM
Don't forget SSS works for hair also. 

Great examples though!
Title: Re: Human PT shaders and eyes
Post by: Hannes on January 12, 2020, 07:48:45 AM
Quote from: WAS on January 12, 2020, 12:05:40 AMDon't forget SSS works for hair also. 
I don't think, this is necessary. Most of the time planes are used for hair, so I would go for translucency in the shader.
Title: Re: Human PT shaders and eyes
Post by: WAS on January 12, 2020, 12:35:19 PM
Quote from: Hannes on January 12, 2020, 07:48:45 AM
Quote from: WAS on January 12, 2020, 12:05:40 AMDon't forget SSS works for hair also.
I don't think, this is necessary. Most of the time planes are used for hair, so I would go for translucency in the shader.

To the contrary a lot of methods use proprietary SSS, (Pixar), or simple SSS, or deep opacity maps. Even some games (image below). Translucency w(in TG) would be overall and wouldn't follow any light and look really bad.

In general hair is translucent with volume, and reflection.

Granted this is probably best for scattered hair strands (actual physical hair) or a detail model with strands like below.
Title: Re: Human PT shaders and eyes
Post by: Hannes on January 13, 2020, 03:27:51 AM
Quote from: WAS 12.1.2020, 18:35:19
    "Translucency w(in TG) would be overall and wouldn't follow any light and look really bad."

Translucency actually follows light in TG, as you can see in my image below.

I agree, that the correct rendering method would be sss, but I think, that would be render overkill. Say you have a high res hair model with let's say 50000 hairs, you would need a very (!) tiny decay for the hair shader to get the right effect, and I don't know, if it would be possible to render that correctly.
Most objects that have hair, use planes with an opacity mask for hair strands, and using translucency together with the opacity mask usually works good enough. That's why I'd never use sss for leaves for example, although it would be physically correct.
The only situation I could think of for using sss for hairs, would be a compact hair model, like some sort of a helmet with a good texture, but I doubt, that a hair model like this would look realistic at all.
Title: Re: Human PT shaders and eyes
Post by: WAS on January 13, 2020, 03:34:07 AM
Quote from: Hannes on January 13, 2020, 03:27:51 AMQuote from: WAS 12.1.2020, 18:35:19
    "Translucency w(in TG) would be overall and wouldn't follow any light and look really bad."

Translucency actually follows light in TG, as you can see in my image below.

I agree, that the correct rendering method would be sss, but I think, that would be render overkill. Say you have a high res hair model with let's say 50000 hairs, you would need a very (!) tiny decay for the hair shader to get the right effect, and I don't know, if it would be possible to render that correctly.
Most objects that have hair, use planes with an opacity mask for hair strands, and using translucency together with the opacity mask usually works good enough. That's why I'd never use sss for leaves for example, although it would be physically correct.
The only situation I could think of for using sss for hairs, would be a compact hair model, like some sort of a helmet with a good texture, but I doubt, that a hair model like this would look realistic at all.

You would of course utilize a light transport map, or transmission map, like you should with human skin SSS shaders too.

Also that's not what i mean with translucency, to achieve an actual hair look (photorealism) you'd have to go over 1, which "glows" the whole shader by ambient/enviro light. Without SSS too, a single strand will opaque the next as far as light transmission like in your example where one sail seems to block out all light and there is no overlaying from the sails.