OcDS FIRST RENDERS - FIRST PRIDE :) post here...

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Banti
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Joined: Sat Nov 16, 2019 9:45 pm

Sorel wrote:
Hey that actually looks pretty good! Nice job.
Thanks, thats pretty much as far as I can take my simple diffuse/absorption shader.
But in the end, when your light is good, your skin will also look good. And lighting in closed
interiors is still a big challenge for me. I'm trying to get better all the time
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Sorel
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Posts: 257
Joined: Tue Feb 25, 2014 5:22 pm

Here is a half body render I did. Figured I should probably show how most of the skin looks on the body. I dont know if I like the included roughness maps. They appear to just be lightened black and white diffuse maps with some dark added to certain areas, though I dont know if that's how a roughness map for skin is supposed to be made.
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kent_half_body.png
Banti
Licensed Customer
Posts: 103
Joined: Sat Nov 16, 2019 9:45 pm

Sorel wrote:Here is a half body render I did. Figured I should probably show how most of the skin looks on the body. I dont know if I like the included roughness maps. They appear to just be lightened black and white diffuse maps with some dark added to certain areas, though I dont know if that's how a roughness map for skin is supposed to be made.
I think most roughness maps are derived from the specular map, sometimes they are just inverted. The problem with spec/roughness maps is that they are made with Iray in mind and need a lot of tweaking to look alright. I try to avoid using them alltogether and break up the specularity through the bump/normal map and micro bumps. The specularity on your model looks pretty nice tho.

Do you use texture maps for the sclera and eyes or just a color? Do you mind sharing the random walk depth settings for these?
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Sorel
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Posts: 257
Joined: Tue Feb 25, 2014 5:22 pm

Banti wrote:
Sorel wrote:Here is a half body render I did. Figured I should probably show how most of the skin looks on the body. I dont know if I like the included roughness maps. They appear to just be lightened black and white diffuse maps with some dark added to certain areas, though I dont know if that's how a roughness map for skin is supposed to be made.
I think most roughness maps are derived from the specular map, sometimes they are just inverted. The problem with spec/roughness maps is that they are made with Iray in mind and need a lot of tweaking to look alright. I try to avoid using them alltogether and break up the specularity through the bump/normal map and micro bumps. The specularity on your model looks pretty nice tho.

Do you use texture maps for the sclera and eyes or just a color? Do you mind sharing the random walk depth settings for these?
I can't exactly recall everything right now I can send you a .duf with the materials when I get home from work.
Banti
Licensed Customer
Posts: 103
Joined: Sat Nov 16, 2019 9:45 pm

Sorel wrote:
Banti wrote:
Sorel wrote:Here is a half body render I did. Figured I should probably show how most of the skin looks on the body. I dont know if I like the included roughness maps. They appear to just be lightened black and white diffuse maps with some dark added to certain areas, though I dont know if that's how a roughness map for skin is supposed to be made.
I think most roughness maps are derived from the specular map, sometimes they are just inverted. The problem with spec/roughness maps is that they are made with Iray in mind and need a lot of tweaking to look alright. I try to avoid using them alltogether and break up the specularity through the bump/normal map and micro bumps. The specularity on your model looks pretty nice tho.

Do you use texture maps for the sclera and eyes or just a color? Do you mind sharing the random walk depth settings for these?
I can't exactly recall everything right now I can send you a .duf with the materials when I get home from work.
Thanks, that would be neat, I like comparing my shaders to see how other people go about it.
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