Skin Rendering
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
- xxdanbrowne
- Posts: 503
- Joined: Wed Feb 06, 2013 2:38 am
Outstanding work Tony: thanks for the partial explanation and I can't wait to see the final render.
- tonysculptor
- Posts: 62
- Joined: Fri Aug 16, 2013 12:27 am
- Location: Austin, TX
- Contact:
Hey all, thanks for all the positivity. I did some final tweaks and published my macro material to the LiveDB in Materials\Organic\Skin\tonysculptor Skin. Use and enjoy.
I did a couple of different lighting tests, one is with an HDR image and the other is with a daylight environment.
I am working on eye and hair materials next, and will post the progress as I make it.

I will also post a how to if anyone needs, but its pretty straightforward.
I did a couple of different lighting tests, one is with an HDR image and the other is with a daylight environment.
I am working on eye and hair materials next, and will post the progress as I make it.

I will also post a how to if anyone needs, but its pretty straightforward.
Tony Reynolds
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
Very nice, thanks for sharing your shader. Did a few quick tests by dragging directly into scene.
Scene is lit by HDRI your shader produced a darker skin since it was probably developed for daylight, but I love where this is going so far. Thanks.
Scene is lit by HDRI your shader produced a darker skin since it was probably developed for daylight, but I love where this is going so far. Thanks.
Win 11 64GB | NVIDIA RTX3060 12GB
- tonysculptor
- Posts: 62
- Joined: Fri Aug 16, 2013 12:27 am
- Location: Austin, TX
- Contact:
It seems to be best to use a lighter color map, than I would normally make, or you can alternatively attach a color correction node to your color image to adjust the brightness. It seems that In some cases I have to crank my light intensities as well. Im glad you like it though.
Tony Reynolds
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
Actually this was the texture assigned to the model before the drag and drop. I think you have done a great job with a very complex shader and will continue to play with the options you have provided.
Again thanks for sharing.
Again thanks for sharing.
Win 11 64GB | NVIDIA RTX3060 12GB
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
Looking forward to having a play with it.
I would love a 'how to' just so that when I convert it to LW I'm clear what I'm doing.
I would love a 'how to' just so that when I convert it to LW I'm clear what I'm doing.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
Very nice shader tony...
Im confused..where exactly should i put the diffuse texture map (the bitmap of skin color)?
Nildo
EDIT: I managed to figure it out..i put the diffuse in the reflection as u said but also added a color correction node and cranked up the brightness...still im trying to get rid of the "waxy" feeling" this i havent been able to solve..the image attached has only your shader in her face..the ears are still old material with the blend of diffude ans glossy
Im confused..where exactly should i put the diffuse texture map (the bitmap of skin color)?
Nildo
EDIT: I managed to figure it out..i put the diffuse in the reflection as u said but also added a color correction node and cranked up the brightness...still im trying to get rid of the "waxy" feeling" this i havent been able to solve..the image attached has only your shader in her face..the ears are still old material with the blend of diffude ans glossy
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
Improved skin...thx so much for your skin shader tony...even though i still think i could improve it more (just dont know how yet) this looks quite good! 
To me it seems that my model is letting "light" in more than it should what are your opinions? how to "fix" this?
Nildo

To me it seems that my model is letting "light" in more than it should what are your opinions? how to "fix" this?
Nildo
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
- tonysculptor
- Posts: 62
- Joined: Fri Aug 16, 2013 12:27 am
- Location: Austin, TX
- Contact:
I will post detailed instructions later tonight (Austin, TX time). As far as the model looking waxy, if you lower the value of the Backscatter mask, that should help.
Tony Reynolds
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram