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Rikk The Gaijin
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Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

RealityFox wrote:Ah cool, can't wait to see!
I just want to announce that the Making Of is finally online :)
http://www.3dtotal.com/index_tutorial_d ... VfNjJNTZ8E
gordonrobb
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Posts: 1247
Joined: Sat Mar 16, 2013 9:08 am

Well done, this s superb. It was seeing this tutorial the other day that made me realise this was rendered in Octane.

Of course the sculpt is excellent, but what realy sells it is the skin shader. I am new to octane and really want to get that kind of realism in my ZBrush sculpts. I am finding it difficult to understand the shader set up. Is there any way you could share some more detailed info on how you have achieved this? Did you have more than a diffuse map for example? Other renderers I've seen have sub dermal maps, spec maps etc. did you? I'm not looking for a copy of the shader (although that would be excellent) just and understandig of the elements, and settings, and which maps you used where.

Thanks for any help you can give.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
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bepeg4d
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Posts: 10340
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
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great technique but also great attention to details and sensibility ;)
thanks for sharing, i must try UVLayout :)
bravissimo again :D

ciao beppe
solomon
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Location: USA
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Rikk The Gaijin wrote:
RealityFox wrote:Ah cool, can't wait to see!
I just want to announce that the Making Of is finally online :)
http://www.3dtotal.com/index_tutorial_d ... VfNjJNTZ8E
that was a great tutorial, thanks so much for the insight.

I have a question about the render you did with Octane, what settings did you use for the skin shader to have that nice SSS?
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
RealityFox
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Posts: 273
Joined: Sat May 05, 2012 1:43 pm

I was wondering about the rendering more myself, could you elaborate on that aspect a bit more? or maybe just point to places where you learned how to figure out how to choose settings? I like rendering but I have no idea how to get my materials looking so real, I read the manual but it only gives basics. For instance I have no idea how to create a nice car paint material. I tried, it looked pretty good until I tried the Live Database version which was better but I don't want the colours >.>
gordonrobb
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Posts: 1247
Joined: Sat Mar 16, 2013 9:08 am

Yeh, sorry to ask again. I'm just looking for a little more help on how you have set up the skin shader. I would completely understand if you wanted to not share everything, but if that's the case, please tell me you don't want to. As it is, I'm not sure if you're getting this request.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
Nod64
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Posts: 28
Joined: Thu Feb 14, 2013 12:34 am
Location: East Kilbride

It's a brilliant model without the textures. Amazing with them. :D
xxdanbrowne
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Posts: 503
Joined: Wed Feb 06, 2013 2:38 am

Rikk is a genius.

Image

Rikk posted his octane skin settings somewhere else (though he didn't post the eye settings clearly). But from the looks of it the eye is a mix material with a diffuse a glossy and a specular so will need to screw around with that. One of the important pieces will be I guess a transmission setting and an opacity setting? Dunno. Also knowing the refractive index of the cornea and plugging it in the right place

The jist of the settings for the skin according to the jpg he posted somewhere which I've saved are:
use a mix material with a gloss material and a specular material.
In the gloss material, plug in the skin diffuse color texture map.
In the specular material plug in a an RGBSpectrum texture into the second connector from the left on the specular material (I forget which one that is because I don't have Octane on this machine). Then the settings for the RGBSpectrum texture plugged into the specular are the following:
reflection 1.0
RGBSpectrum: Red 1, Green 0.702, Blue 0.616
index 1.0
filmwidth 0
filmindex 1.45
bump 0
normal 0
opacity 1
smooth enabled not checked
roughness 0.5
dispersion_coefficient_B 0
medium - set to "scattering"
absorption 1
scattering 1
phase set to "schick"
scale set to 0.5

With those settings I got some *wicked* SSS skin effects with just a model photo textured in zbrush spotlight no touchup of the image to remove specular nor shadows.

A pity I'm struggling with hair. Anybody know the settings for transmapped hair? Specifically where to plug in the trans map in the node tree/what material/what settings?
solomon
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Location: USA
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wow, I really needed this like yesterday, thanks for the heads up xxdanbrowne ~ I too I am wondering about the eyes, and the hair.
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
xxdanbrowne
Licensed Customer
Posts: 503
Joined: Wed Feb 06, 2013 2:38 am

So I figured out how to do the hair:

Assumption the mesh is polygonal strips with transparency maps and hair colour maps.

What you do is this:
export the obj file from whatever modeling software and include all the materials.
When you import the .obj into octane your mesh has input nodes for the various materials which correspond to the layers of hair strips. Each of the hair strips has an associated color map and transparency map. Go through them one by one, assigning a glossy material to each one. For the color texture set the texture to image and choose the corresponding color map. Additionally in each glossy texture for each layer assign the transparency maps as images to both the bump and the opacity slots. Also set the normal to 0.14.

The settings are by no means perfect but at least they render in something like a semblance of hair instead of solid wood.

Now to figure out how to do eyes...
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