tonysculptor Skin updated for Octane 1.5

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xxdanbrowne
Licensed Customer
Posts: 503
Joined: Wed Feb 06, 2013 2:38 am

@Tony - I wish you would leave V3 in there: I actually get better results with V3 than with r15. R15 gives me red fireflies in about 50% of cases whereas I don't get fireflies with V3. Your call obviously because it's your material but I hope you leave it in.
richertmx
Licensed Customer
Posts: 56
Joined: Tue Oct 29, 2013 12:05 pm

Hey everyone,

I have just tried to apply this material, but as soon as I plug in my diffuse map all I get is red dots all over my character´s body. Anyone else experienced this? Cheers
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xxdanbrowne
Licensed Customer
Posts: 503
Joined: Wed Feb 06, 2013 2:38 am

Yes. See Tony's comment about scatter scale. That could fix it.
richertmx
Licensed Customer
Posts: 56
Joined: Tue Oct 29, 2013 12:05 pm

Yes, I´ve tried it and the amount of the dots decreased about 80-90%, but there´s still a lot of yellow and red ones around, too many to just export to photoshop and clean manually...any ideas what might cause this?
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tonysculptor
Licensed Customer
Posts: 62
Joined: Fri Aug 16, 2013 12:27 am
Location: Austin, TX
Contact:

Its all about the scatter scale settings in relation to the actual scale of your model. Also, your mport settings in Octane affect the size of your models when imported. Also, open holes in you mesh will bounce light around on both sides of your mesh, so make sure the model is water tight or at least that some other object is filling the holes.
I onestly never have this issue, so I can only assume that is one of the things I have listed. If someone wants to send me their scene to debug, I would be happy to do so. Just pm me.

Best
Tony Reynolds

i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
richertmx
Licensed Customer
Posts: 56
Joined: Tue Oct 29, 2013 12:05 pm

tonysculptor, I really appreciate how much time and energy you you put in to help out inexperienced guys like me ... I´ve followed your instructions and set the backscatter to 1 and front/deep to 2 which did the trick for me....

here´s my sample pic, gamma set to 1, direct lighting, daylight environment, after 2 mins rendering:

Image

and this is the same configuration but with pmc instead of direct lighting, after 5 mins rendering:

Image

Next thing for me is work on the eyes/hair, where I´ll also look around in the forums since I´ve found some really useful information here! thanks again and best wishes
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hardboilr
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Location: Denmark
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HeyTony. Used your r15 skin material as seen in this wip post: http://render.otoy.com/forum/viewtopic.php?f=6&t=39321

Very impressed by the results so a big thanks for your efforts and for sharing with the community!

It's a big challenge for me to paint the specular (gloss) and roughness maps. Are you painting those maps from scratch on a seperate layer in zbrush with the diffuse as guide?

To my understanding the roughness map is the most important texture compared to the specular, because the specular only dictates the intensity of the glossy surface (correct me if I'm wrong). Still you have added another spec input, so we now have a spec 1 and spec 2. Can you explain how those are supposed to be used?

Currently thinking about using substance painter to paint the roughness map. Substance painter uses a PBR workflow and a realtime viewport for displaying the albedo (diffuse), normal, roughness and metalness map.
Not sure how the PBR workflow translates to Octane but will look into it...
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tonysculptor
Licensed Customer
Posts: 62
Joined: Fri Aug 16, 2013 12:27 am
Location: Austin, TX
Contact:

I use a combination of a Substance Designer (not painter) generated roughness map, and overlay a very low detail map that is similar to a specular falloff map. The low res map gives me a broader value shift for specific areas where the roughness should be adjusted. I have used Substance painter, but I am not a fan yet. Theoretically, it should be awesome, but it seems to be missing some very basic things that Substance Designer already has.
I am glad my shader has been useful. Can't wait to see the artwork that people are making with it.
Tony Reynolds

i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
visionmaster2
Licensed Customer
Posts: 107
Joined: Wed Apr 10, 2013 12:52 pm

Hi tony, some work in progress based on your skin.
it will be animated for a personal mocap facial work (3dsmax and 3gtx 780) :
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harford
Licensed Customer
Posts: 15
Joined: Sat Apr 17, 2010 12:07 am

Fantastic work Visionmaster2, that's looking really great.
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