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Re: Achieving realistic skin

Posted: Sat Oct 02, 2010 4:40 am
by Garrick
hey thanks kubo,

radiance if you have any free time could you upload a layered skin material to DB live?

Re: Achieving realistic skin

Posted: Tue Oct 05, 2010 1:36 pm
by MaTtY631990
Heres another render, just the same but with sheen applied on skin using new mix material in pre 2.3 v5.

Image

Re: Achieving realistic skin

Posted: Thu Oct 07, 2010 1:35 am
by radiance
can't sleep, so i'll comment, mich better, it just needs a mix between this and a bit of slightly mapped glossyness and bump or normal map for skin pores.
people aren't made of paper, they sweat too ;)

Radiance

PS: even nice women too ;)

Re: Achieving realistic skin

Posted: Fri Oct 08, 2010 1:52 am
by mradfo21
Craig Donner has made alot of technical advances in the realm of Subsurface Scattering phenomena. What I think strikes me most is the lack of underlying muscular or bone structure. Have a look at this paper he wrote, which has some handy images you could use as reference:

http://graphics.ucsd.edu/papers/photon_ ... fusion.pdf

also here is his publications site, some really interesting reading:

http://n3m0.org:31080/~cdonner/

- Matt

Re: Achieving realistic skin

Posted: Fri Oct 08, 2010 11:13 pm
by jamnique
Could you please add a mix node where you can put more than two materials? It would be awesome for skin ;-)

Re: Achieving realistic skin

Posted: Sat Oct 09, 2010 12:05 am
by MaTtY631990
In live DB, you'll see I have added a skin material. Just take a look at the properties. ;)

Re: Achieving realistic skin

Posted: Sat Oct 09, 2010 5:24 am
by jamnique
It's a great material and it looks very good out of the box. However i think we could take it even further by blending a couple of those. Perhaps i'm wrong, i'm not really sure how mixed materials are actually mixed in Octane. I tried blending three by mixing two in a mix node nr 1 and then mixing the output with another layer. Each with different transmission settings. But it doesn't change much. However blending a diffuse with transmition and glossy specular gives nice not-so-photorealistic results. You can adjust the "backscatter" by manipulating IOR of specular material, its glossiness and amount of mix. And if you can adjust "scatter radius" you can blend say three materials with different scatter colors and radii.

Not the best examples but i think it allows some more control
http://octanerender.com/forum/download/ ... &mode=view
http://octanerender.com/forum/download/ ... &mode=view

Re: Achieving realistic skin

Posted: Sat Oct 09, 2010 2:39 pm
by p3taoctane
very useful info.

thanks to all

Re: Achieving realistic skin

Posted: Sun Oct 10, 2010 7:08 am
by Tugpsx
MaTtY631990 wrote:In live DB, you'll see I have added a skin material. Just take a look at the properties. ;)
Thanks for the skin setting here is what i got with a modified version of your skin material with 5min render New material on face only

Re: Achieving realistic skin

Posted: Mon May 30, 2011 2:38 am
by Tugpsx
Been playing with Octane again on my new system along with multiple camera switcher rig.
Texture from DAZ3D, very nice with subsurface layer.
New skin texture over at DAZ3D
New skin texture over at DAZ3D
Multiple camrea switcher
Multiple camrea switcher
More test
More test