Resident Evil VII: Photogrammerty @CEDEC 2016
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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 top left 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 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.
- Elvissuperstar007
- Posts: 2506
- Joined: Thu May 20, 2010 8:20 am
- Location: Ukraine/Russia
- Contact:
I added finished material online (LiveBD) , organic section , skin, Realistic hair
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Page octane render " В Контакте " http://vkontakte.ru/club17913093
- linvanchene
- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
@ Rikk
Amazing work indeed!
@ ears of the scanned models
Are we seeing transmission effects for thin walled geometry,
is refraction and subsurface scattering going on in a volume
or had the scanned models actually just red ears by default which are now on the diffuse map?
-> Is the bust open at the bottom or is there some invisible wall to create a volume to allow SSS and refraction effects?
@ Elvis
Thank you for sharing as well!
Amazing work indeed!
@ ears of the scanned models
Are we seeing transmission effects for thin walled geometry,
is refraction and subsurface scattering going on in a volume
or had the scanned models actually just red ears by default which are now on the diffuse map?
-> Is the bust open at the bottom or is there some invisible wall to create a volume to allow SSS and refraction effects?
@ Elvis
Thank you for sharing as well!
Win 10 Pro 64bit | Rendering: 2 x ASUS GeForce RTX 2080 Ti TURBO | Asus RTX NVLink Bridge 4-Slot | Intel Core i7 5820K | ASUS X99-E WS| 64 GB RAM
FAQ: OctaneRender for DAZ Studio - FAQ link collection
FAQ: OctaneRender for DAZ Studio - FAQ link collection
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Yes, the ears get red because of the scattering.linvanchene wrote:@ Rikk
Amazing work indeed!
@ ears of the scanned models
Are we seeing transmission effects for thin walled geometry,
is refraction and subsurface scattering going on in a volume
or had the scanned models actually just red ears by default which are now on the diffuse map?
-> Is the bust open at the bottom or is there some invisible wall to create a volume to allow SSS and refraction effects?
My skin shader is like this: Super simple stuff.

- linvanchene
- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
Thank you so much for posting the node layout.Rikk The Gaijin wrote: Yes, the ears get red because of the scattering.
My skin shader is like this: Super simple stuff.
I experimented with simple Mix Material Glossy and Specular before.
Then I run into the issue that with 0.5 to .05 material weight the scattering of the specular material makes the details from the diffuse (albedo) texture in the glossy material appear less sharp. In general simple mix materials with a specular part seemed to make the whole skin tone darker.
I will have to experiment with Mix material Glossy and Diffuse (SSS) again. Before I had no luck figuring out how to make the scattering part work with the diffuse material...
Win 10 Pro 64bit | Rendering: 2 x ASUS GeForce RTX 2080 Ti TURBO | Asus RTX NVLink Bridge 4-Slot | Intel Core i7 5820K | ASUS X99-E WS| 64 GB RAM
FAQ: OctaneRender for DAZ Studio - FAQ link collection
FAQ: OctaneRender for DAZ Studio - FAQ link collection
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
You might want to add a color correction node to your albedo texture.linvanchene wrote:Thank you so much for posting the node layout.Rikk The Gaijin wrote: Yes, the ears get red because of the scattering.
My skin shader is like this: Super simple stuff.
I experimented with simple Mix Material Glossy and Specular before.
Then I run into the issue that with 0.5 to .05 material weight the scattering of the specular material makes the details from the diffuse (albedo) texture in the glossy material appear less sharp. In general simple mix materials with a specular part seemed to make the whole skin tone darker.
I will have to experiment with Mix material Glossy and Diffuse (SSS) again. Before I had no luck figuring out how to make the scattering part work with the diffuse material...

Lovely to see all these techniques come together so well!
Octane 2022.1.1 nv535.98
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
Impressive realistic work.
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Diffuse/Glossy mix.Sorel wrote:I just want to be sure...this is a specular/glossy mix?
- andrey.krivulya
- Posts: 129
- Joined: Wed Apr 06, 2016 6:15 pm
- Contact:
Thank you for share skin shader settings =) Really they are very simple =) Because I tried other hard way =))Rikk The Gaijin wrote:Diffuse/Glossy mix.Sorel wrote:I just want to be sure...this is a specular/glossy mix?
Love your work, man! It is Awesome! Every work

Best regards, Andrew.
win 10 /64x Intel Core i9-11980HK - 64Gb RAM - 3080 Laptop - 16Gb VRAM - AERO 15 OLED YD
My youtube channel with 3d tutorials ----- >>>> https://www.youtube.com/c/AndrewKrivulya
My youtube channel with 3d tutorials ----- >>>> https://www.youtube.com/c/AndrewKrivulya