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Oh sorry....I have just read that the renders have to be in path tracing or PMC.
This one is rendered in path tracing but at the end you see a red glow thats my fault , i didn`t increase the SSS medium scale values.
I have used the REDSPEC SSS Shaders.
So , I am trying to combine Faceshift with Daz Studio and i find a way to manage it.
I built my own Faceshift Morphs and import them back to Genesis with Morph loader pro.
Didn`t find any tutorials for this , so I did it that way and it works very nice.
The only important thing is that u have to save the the new Faceshift Morphs with the right names , so that Faceshift can handle it.
Daz should update their morphs. At the moment Daz, to me at least, starts to look outdated. The "uncanny field" is wide. That being said, I think you passed that field well. I don´t think one can have better results with Daz facial animations than what you did above.
Hmm. Just occured to me that wouldn´t it be great if Daz, or someone else, would use Otoys Lightstage and start selling real models with proper morphs...?
I would give my moneys away in split second. Daz consept could be perfect for this. Or something else where face capture would be rigged as default in the program and user would just plug kinect or similar and start acting. That would be something, with Octane + Oculus = Above awesome.
Octane+Oculus would be a dream!
But not only with the Kinect , the new Intel RealSense with 60fps is the best Facial 3D Scanner for Faceshift right now.