In search of SKIN perfection

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teffo
Licensed Customer
Posts: 13
Joined: Sat Mar 24, 2012 1:01 am

I have finally (after weeks of work) figured out Octane enough to be pretty proficient at it,and now my quest is to create a realistic skin shader.
What was missing from my skin being realistic was the "3D" effect of real skin and pores and subtle skin defects.

In this render, I have created a good enough skin to show off Octane rendering of skin - and I am pretty happy at the result.

I am using a "marble" procedural texture node into the bump and with scaling, works nicely.
PMC with 2x texture image lights and a Texture Environment in the mesh preview environment.

I have tried bump maps (some I made) and several normal maps, and neither looked too good. I believe this marble procedural is better. Now I also believe one can create complex node maps to enhance this effect.


George
Attachments
PART III
PART III
PART II
PART II
PART I
PART I
teffo
Licensed Customer
Posts: 13
Joined: Sat Mar 24, 2012 1:01 am

I am rendering a larger version tonight,but here's a simple comparison between the diffuse basic skin and the optimised oneon the left

George
Attachments
test.png
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face_off
Octane Plugin Developer
Posts: 15696
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Nice work! Looks great. This setup is very similar to the setup I came up with for skin.

My Material Mix was set to 0.75 - biased to the diffuse. I like your 0.5 setting more.

For bump (for body rather than head), I used Turbulence (0.005 power, 3 octaves, 0.001 omega, scale 150).

I had scattering direction set to 0 (you have 1). Doesn't that mean you are not getting any backscattering? Or have I misinterpreted that?

Also, you have got glossy specular set to None - when I do this I get no glossy at all.
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Tugpsx
Licensed Customer
Posts: 1150
Joined: Thu Feb 04, 2010 8:04 pm
Location: Chicago, IL
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Great job. MEC4D has a very nice formula for skin. Hopefully she will pop-in for a quick chat.
Win 11 64GB | NVIDIA RTX3060 12GB
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