Page 4 of 4
Re: tonysculptor Skin updated for Octane 1.5
Posted: Sun Apr 27, 2014 5:29 pm
by xxdanbrowne
@Visionmaster: nothing short of phenomenal.
Re: tonysculptor Skin updated for Octane 1.5
Posted: Sat May 17, 2014 4:45 am
by MyRho
...thank you. I'm just testing and playing around with that skin-shader. But for me there are some (maybe silly so please take my excuses for asking this) questions left:
If I use a imported poser-character with all it's bumpmaps and specular-maps... where do these maps go?
The bump... should I connect it to the "roughness"-input as a greyscale-image or should it be on the "bump"-input? When I'll put it there (bump) the results are... a little bit strange; There's no real "bump-effect" but only small dimples and dots and the skin doesn't look like real human skin at all...
The specular-maps... do they go to "specular I / II" instead o the RGB values or should I connect them to the "backscatter-power" as a greyscale-image?
I did so many tests now but I can't figure out how to apply all the different types of maps to their correct nodes.
Re: tonysculptor Skin updated for Octane 1.5
Posted: Sun May 18, 2014 5:29 am
by xxdanbrowne
Bumps are kind of funky in Octane. You might want to futz around with the power setting. Usually I find you need at least a power setting of 5 as a minimum for it to show any behaviour that looks like you might expect from a bump.
Re: tonysculptor Skin updated for Octane 1.5
Posted: Mon May 19, 2014 5:26 pm
by hardboilr
MyRho wrote:...thank you. I'm just testing and playing around with that skin-shader. But for me there are some (maybe silly so please take my excuses for asking this) questions left:
If I use a imported poser-character with all it's bumpmaps and specular-maps... where do these maps go?
The bump... should I connect it to the "roughness"-input as a greyscale-image or should it be on the "bump"-input? When I'll put it there (bump) the results are... a little bit strange; There's no real "bump-effect" but only small dimples and dots and the skin doesn't look like real human skin at all...
The specular-maps... do they go to "specular I / II" instead o the RGB values or should I connect them to the "backscatter-power" as a greyscale-image?
I did so many tests now but I can't figure out how to apply all the different types of maps to their correct nodes.
Your albedo/diffuse/color map goes into the Diffuse-input. Specular into the spec-input. Roughness into the roughness-map. I believe spec 1 is from the Subdermal specular material and spec 2 is from the backscatter Specular material.
Depending on how your specular-map is authored; if it is made like a glosiness/roughness map, you won't have satisfactory results. Start out by only hooking up your color-map and normal/bump map to the respective inputs. Then take a look at the default value of the roughness map and the rgb-color of the specular map. The roughness map is the most important one to mess around with as you start out. I believe the default value is 0.4. Decrease the value and you get a more "glossy" effect and increase the value and you get a "rougher" surface. For example if you want the lips to have wetness, the roughness texture will have to be dark (almost completely black) in that area. You could try inverting the specular map and connect it to the roughness input...
Have messed around with the shader a lot and haven't completely understood how it works... The default scale values of the deep scatter and front scatter is 500 I believe. The backscatter scale is 250. Working in real world scale you might find that these values are too low. I have increased the front/deep to 5000 and the backscatter to 2500 for better results. Finally you have a RGB brightness adjustment node between the color-input and the diffuse input of the Dermis material, which is a Diffuse material. The gamma there is set to 2.2. If the skin gets too red, set the gamme to a lower value, like 1.5. You could also try to lower the Backscatter power value.