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Re: Lips

Posted: Thu Jun 06, 2013 6:13 pm
by ch0pper
ok what type ligting are you are you using as well?

see i can make same settings? as have all these models on my hard drive

Re: Lips

Posted: Thu Jun 06, 2013 8:14 pm
by bpzen
I am using the skydome from Terradome as a light texture and 1 Light emitter pointing at the models chest, here is what lips look like with the settings posted earlier, in fact i set the roughness to 0 and lowered bump to .08

http://erotic3dx.com/set/misc/lip3.png

the model is Yly / Alfaseed with natural make up and the non SSS skin used in the poser setting.

The skin texture is the

SUPERSPEC 2.5 Selected SSS .poc

Re: Lips

Posted: Thu Jun 06, 2013 10:24 pm
by face_off
Lips should be the same as the other skin materials, except reduce roughness, increase bump, and then adjust the amount shine from the "specular" pin RGBspectrum color (ie. brighten and dim that color to adjust the amount of shine.

Re: Lips

Posted: Thu Jun 06, 2013 11:06 pm
by ch0pper
pin RGBspectrum color (ie. brighten and dim that color to adjust the amount of shine.

Do you mean change the colour if the colour is black to start with you move up the colour spectrum to different blacks until you hit White is that what you mean?



face_off wrote:Lips should be the same as the other skin materials, except reduce roughness, increase bump, and then adjust the amount shine from the "specular" pin RGBspectrum color (ie. brighten and dim that color to adjust the amount of shine.

Re: Lips

Posted: Thu Jun 06, 2013 11:24 pm
by face_off
Do you mean change the colour if the colour is black to start with you move up the colour spectrum to different blacks until you hit White is that what you mean?
The color won't be black - it will be something like RGB 6/8/10 (cant remeber the exact numbers now). So if you want BRIGHTER lips, increase that color to something like 20/20/20 (that might be too high).

Re: Lips

Posted: Thu Jun 06, 2013 11:45 pm
by bpzen
im not sure what you mean, "adjust the amount shine from the "specular" pin RGBspectrum color"

I have the lips set up as a material mix and the only place i see secp value is material 2 Glossy and its a float texture set to 1 (max) now.

Material 1 is diffuse with no Spec settings in that section.

Should I be adjusting the spec float texture # or perhaps change that to RGB?

Ive moved bump form 1 - .05 with out much change to the shine on the lips. Roughness is .0001
thanks

Re: Lips

Posted: Fri Jun 07, 2013 1:18 am
by ch0pper
Yes, I'm never quite sure if I'm changing the right settings and it's a lot of trial and error with octane, but I just feel it's probably lack of knowledge where everything is in the right place and it's

To 2.30 a.m. here in the UK at the moment and it really should have gone to bed quite a few hours ago.

Anyway, I'll pick this up tomorrow at some point and see if we can get to the bottom of this.



Image

Re: Lips

Posted: Fri Jun 07, 2013 2:09 am
by face_off
Chopper has the right node selected. Try 100/100/100 = that should be MUCH brighter!

bpzen, if you have a version small roughness (0.0001), then even bump 0.05 might be too much - depends on the bump map. Also, if oyu have a material mix, I assume it's the diffuse/glossy SSS shader, in which case you increase the glossy specular value. If that slider is '1' then that doesn't sound right. A screenshot of your material would help us help you.

Paul

Re: Lips

Posted: Fri Jun 07, 2013 2:23 am
by bpzen
thanks Paul here is my current settings, i have been playing around with bump, roughness, spec all day with no luck on the glossy look.

I am sure its my inexperience but any suggestions, and yes the spec value max is 1 on this set up


http://erotic3dx.com/set/misc/lips4.png

Re: Lips

Posted: Fri Jun 07, 2013 3:47 am
by face_off
This is a bit over the top (and has a terrible lip bump map), but you get the idea. You can either use "index" < 1 for the "old" specular value system (ie, very very small amounts of specular) or > 1 for the "new" specular - search these forums for more info.

Regarding your shader - you've got the material mix amount to 0.904, which means 90.4% of the shader is coming from "texture1" which is diffuse and has no glossiness. So that will be killing any glossy.

IMO you would be way better off with the standard skin shader that the plugin gives you rather than an SSS shader with a material mix. The standard shader gives you 98% as good of a render, and is so much easier to control whilst you are learning the Octane node system.

Paul