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Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Wed Sep 07, 2016 1:11 pm
by Elvissuperstar007
I added finished material online (LiveBD) , organic section , skin, Realistic hair

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Wed Sep 07, 2016 1:33 pm
by linvanchene
@ Rikk
Amazing work indeed!

@ ears of the scanned models
Are we seeing transmission effects for thin walled geometry,
is refraction and subsurface scattering going on in a volume
or had the scanned models actually just red ears by default which are now on the diffuse map?

-> Is the bust open at the bottom or is there some invisible wall to create a volume to allow SSS and refraction effects?

@ Elvis
Thank you for sharing as well!

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Wed Sep 07, 2016 2:02 pm
by Rikk The Gaijin
linvanchene wrote:@ Rikk
Amazing work indeed!

@ ears of the scanned models
Are we seeing transmission effects for thin walled geometry,
is refraction and subsurface scattering going on in a volume
or had the scanned models actually just red ears by default which are now on the diffuse map?

-> Is the bust open at the bottom or is there some invisible wall to create a volume to allow SSS and refraction effects?
Yes, the ears get red because of the scattering.
My skin shader is like this:
skin_shader.jpg
Super simple stuff. ;)

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Wed Sep 07, 2016 2:26 pm
by linvanchene
Rikk The Gaijin wrote: Yes, the ears get red because of the scattering.
My skin shader is like this:
skin_shader.jpg
Super simple stuff. ;)
Thank you so much for posting the node layout.

I experimented with simple Mix Material Glossy and Specular before.
Then I run into the issue that with 0.5 to .05 material weight the scattering of the specular material makes the details from the diffuse (albedo) texture in the glossy material appear less sharp. In general simple mix materials with a specular part seemed to make the whole skin tone darker.

I will have to experiment with Mix material Glossy and Diffuse (SSS) again. Before I had no luck figuring out how to make the scattering part work with the diffuse material...

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Thu Sep 08, 2016 12:01 am
by Rikk The Gaijin
linvanchene wrote:
Rikk The Gaijin wrote: Yes, the ears get red because of the scattering.
My skin shader is like this:
skin_shader.jpg
Super simple stuff. ;)
Thank you so much for posting the node layout.

I experimented with simple Mix Material Glossy and Specular before.
Then I run into the issue that with 0.5 to .05 material weight the scattering of the specular material makes the details from the diffuse (albedo) texture in the glossy material appear less sharp. In general simple mix materials with a specular part seemed to make the whole skin tone darker.

I will have to experiment with Mix material Glossy and Diffuse (SSS) again. Before I had no luck figuring out how to make the scattering part work with the diffuse material...
You might want to add a color correction node to your albedo texture. ;)

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Sat Sep 10, 2016 9:27 pm
by Sorel
I just want to be sure...this is a specular/glossy mix?

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Sat Sep 10, 2016 9:40 pm
by whersmy
Lovely to see all these techniques come together so well!

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Sun Sep 11, 2016 8:40 am
by Refracty
Impressive realistic work.

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Sun Sep 11, 2016 9:44 am
by Rikk The Gaijin
Sorel wrote:I just want to be sure...this is a specular/glossy mix?
Diffuse/Glossy mix.

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Sun Sep 11, 2016 7:26 pm
by andrey.krivulya
Rikk The Gaijin wrote:
Sorel wrote:I just want to be sure...this is a specular/glossy mix?
Diffuse/Glossy mix.
Thank you for share skin shader settings =) Really they are very simple =) Because I tried other hard way =))

Love your work, man! It is Awesome! Every work ;)

Best regards, Andrew.