May I suggest holding off until the 2020.1 test release (available in the next week), which should have the Random Walk SSS medium, which should provide much better SSS for human skin.Does the skin look to much like wax?
Paul
Moderator: BK
May I suggest holding off until the 2020.1 test release (available in the next week), which should have the Random Walk SSS medium, which should provide much better SSS for human skin.Does the skin look to much like wax?
face_off wrote:May I suggest holding off until the 2020.1 test release (available in the next week), which should have the Random Walk SSS medium, which should provide much better SSS for human skin.Does the skin look to much like wax?
Paul
Kanne wrote:Despite having troubles with seams and performance problems when woking with large node setups in the Daz GUI the results are getting better. At least i hope so
Banti wrote:Kanne wrote:Despite having troubles with seams and performance problems when woking with large node setups in the Daz GUI the results are getting better. At least i hope so
Lovely Render
Do you mind sharing you shader setup? I love looking at other peoples work and learn something new
Kanne wrote:Banti wrote:Kanne wrote:Despite having troubles with seams and performance problems when woking with large node setups in the Daz GUI the results are getting better. At least i hope so
Lovely Render
Do you mind sharing you shader setup? I love looking at other peoples work and learn something new
Thank you. I bought this shader from the blender market https://blendermarket.com/products/skin ... ane-render adpated it to Daz3D and made a few changes / adjustments / rearrangements. I got rid of the cavity-map handling in the shader for two reasons. First Daz3D models usally don't come with cavity-maps. You can create curviture maps from normal maps with tools like Knald, but tbh i dont havn't any experiance with this kind of maps and i'am not sure if they are the same or not. Maybe in the future i will take my time to look into that topic and give it a try. Second, the node setup is quite large and it seems the node graph editor in Daz3D has problems to handle that much. The UI gets really slow and sometimes even crashs. Maybe i have bad settings, but havn't found anything to fix it currently.
Another downside of the shader is the use of high density values in the scattering nodes which cause faceting (mentioned in this thread: viewtopic.php?f=44&t=73989). I recently opened an issue at otoy for that. I hope they can provide some help with that problem.
For the node-setup, since this shader is bought i guess i'am not allowed the share the detailed node setup because of legal reasons. Sorry. But i think i could give a brief overview if you would like.
Kind regards.
Banti wrote:
Funnily enough i bought this exact shader 2 month ago ^^
But i never really got it to work like i wanted because of the reasons you already mentioned. The GUI gets very laggy and there are maps that i just never use.
I usually use my own shader that is a very basic specular/high density one. But as you said the current faceting/seam problems make the current plugin version obsolete
for me. I hope they fix this quickly because the RTX acceleration in the 2020 version is something i dont want to miss
But if you can give a brief overview of how you got this shader to work i would very much appreciate it
This is my skin shader. I only started working with Octane and DAZ for that matter 3 month ago so its really very basic.
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