Wow that looks great!
It would be awesome to see a video tutorial on how you setup the nodes and where you applied the sss shader, normal, bump,color and specular maps and how you lit the model.
Btw, zbrushs fibers are great for hair but you need a fair amount of geometry to make a good render.
SSS Quick 3 minute render - NUDITY
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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 left right corner of the image)
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- boeing727223
- Posts: 156
- Joined: Mon Nov 14, 2011 3:37 pm
Hey Garrick, thanks a bunch...check this video out on SSS....its excellent and shows you all you need to know about setting up SSS in Octane. Then check out the pic I posted on the previous page showing what I used for SSS and your all set.Garrick wrote:Wow that looks great!
It would be awesome to see a video tutorial on how you setup the nodes and where you applied the sss shader, normal, bump,color and specular maps and how you lit the model.
Btw, zbrushs fibers are great for hair but you need a fair amount of geometry to make a good render.
http://www.youtube.com/watch?v=6a4fwNYBYlM
Excellent set of tutorials on octane and very insightful.
If you take requests how about making a tutorial on rendering a human eye, with sss, spec, bump, color and alpha maps added.
I can't wait to see what you do next with fur.

If you take requests how about making a tutorial on rendering a human eye, with sss, spec, bump, color and alpha maps added.
I can't wait to see what you do next with fur.
Vista 64| 660 GTX | 6600 Quad | 8GB DD2|Maya 2011
- boeing727223
- Posts: 156
- Joined: Mon Nov 14, 2011 3:37 pm
Hey Garrick, sorry for the delay....still messing with the eyes so I'll let you know soon what I come up with. I was using V4 and for the Eye material, Cornea I use the "clear cornea" material in the Octane library for those parts. I then use a diffuse setup for the other eye components (see the video tutorials) or just use the setup I posted earlier in the post. I noticed that when using V4 she has an Eye surface material and it gives a funky black shadow artifact when you move the camera around her for some reason. I would stick to V5 and use the "clear cornea" material for the cornea surface, and glossy for the rest of the eye (except pupil or iris that is under the clear cornea).
Hope this gives you a start.....best thing to do is mess around with the settings until you get what you like. The wonderful thing about Octane is you get results fast instead of hours which make tweaking a breeze.
Hope this gives you a start.....best thing to do is mess around with the settings until you get what you like. The wonderful thing about Octane is you get results fast instead of hours which make tweaking a breeze.

- thiagobulhoes
- Posts: 77
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- Location: Brasil
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great job! I'm curious about the hair? how did you do?
- boeing727223
- Posts: 156
- Joined: Mon Nov 14, 2011 3:37 pm
thiagobulhoes wrote:great job! I'm curious about the hair? how did you do?
Thanks thiagobulhoes. the hair is standard DAZ Hampton hair I believe, nothing special...just added some SSS

What about recommended power of bump texture for the skin?
I tried different values of bump, but keep getting unwanted results, when use "daylight" environment: shadows borders became very sharp and unnatural. (See attached image)
In the end, I refused to use bump texture, and just set bump = floattexture = 0.000 on diffuse material.
I tried different values of bump, but keep getting unwanted results, when use "daylight" environment: shadows borders became very sharp and unnatural. (See attached image)
In the end, I refused to use bump texture, and just set bump = floattexture = 0.000 on diffuse material.
AMD R7-2700/64Gb/RTX2080Ti 11Gb + RTX2080 8Gb/Win10 Pro x64/nV driver 451.67/Poser10, DS4.12, Blender2.79, Octane 4.05 Standalone
> Using RAM Disk with Octane <
> Using RAM Disk with Octane <
- boeing727223
- Posts: 156
- Joined: Mon Nov 14, 2011 3:37 pm
I would say I'm usually at 0.100 or 0.050 for my bumps...and those look the best from what I can see
- icelaglace
- Posts: 168
- Joined: Thu Jul 05, 2012 11:59 am
- Contact:
Nice, the body is well modeled; face is quite off; try to make her looking in another place than the camera itself, like the ground or something
.
SSS lacks a little more specular I would say. Set your specular SSS to a blueish color, set the spec kind of high & use roughness. Bump shouldn't be applied more than 0.1 (depends of your map of course
) but if it's from Zbrush, commonly you don't have to set it very high...
& try to use Fibermesh for the hair too; really amazing tool, never tried on Octane yet.
Can you post a picture of the body on a T position please?
(Use 3 points lighting to check your SSS too)

SSS lacks a little more specular I would say. Set your specular SSS to a blueish color, set the spec kind of high & use roughness. Bump shouldn't be applied more than 0.1 (depends of your map of course

& try to use Fibermesh for the hair too; really amazing tool, never tried on Octane yet.
Can you post a picture of the body on a T position please?

(Use 3 points lighting to check your SSS too)
http://icelaglace.com
- boeing727223
- Posts: 156
- Joined: Mon Nov 14, 2011 3:37 pm
icelaglace, great suggestions....I would say spec is fine you do not want too much unless you start getting darker skin tones. I am playing with the fibermesh in Zbrush....looks real cool!! 
