by tonysculptor » Tue Aug 27, 2013 4:11 am
tonysculptor
Tue Aug 27, 2013 4:11 am
I struggled with trying to use the classic diffuse layered approach to skin in Octane, but I have found that as in any renderer, you can get realistic results that way. even if you can getting it looking like skin from a distance, as soon as you zoom in it will always look like plastic. I tried the daz skin macro, and while it looks good from a distance it has the same problem. it looks like plastic up close.
So I decided to do what I ultimately did in Mental Ray, which is not to use diffuse materials at all. It is a three layered approach.
Layer 1, specular material, simulates the epidermis, high absorption(rgb), no scattering medium, color map goes into the transmission color, absorption scale is in the 5000 to 10000 range
Layer 2, specular material, simulates the dermis, low absorption(rgb), high scattering values(rgb), color map goes to transmission, scattering scale is the same as layer 1
Layer 3, specular material, simulates backscattering, same absorption and scattering coefficients as the dermis, color map goes to transmission, scattering scale is in the 200 to 500 range and the phase is set to a negative value
They are blended together with mix materials, the only thing to note is that the backscatter has a very small contribution to the overall material
I have read nearly ever skin paper available and have made some very informed decisions about all of my colors and values. I will post everything soon, along with the final skin macro.
Btw, this is a working model of Willem Dafoe circa his role as Green Goblin in Spiderman. The goal is to have it rigged and animated. Also, all sculpting and texturing have been done by hand, no photos other than to look at for refrence.
Tony Reynolds
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram