Skin Rendering
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
@tonysculptor This is very impressive work. thanks for sharing your techniques and materials with the community, we all appreciate and welcome your generosity.
Win 11 64GB | NVIDIA RTX3060 12GB
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
Having looked at your textures, I have a question.
How did you create the colour/diffuse map? Is it painted by hand or spotlight from pictures or something? Any and all tips welcome?
Then, same question about the gloss/spec map - did you use the colour diffuse as a starting point? or was it done separately?
Last one is more an Octane question. Your roughness map looks a lot like the gloss one inverted or altered in some way. If it is, could you do that in the node set-up and therefore only need the gloss map?
I'm looking forward to putting this set up to the test, but only have other peoples models and maps, so going to do a selfie as a first test.
How did you create the colour/diffuse map? Is it painted by hand or spotlight from pictures or something? Any and all tips welcome?
Then, same question about the gloss/spec map - did you use the colour diffuse as a starting point? or was it done separately?
Last one is more an Octane question. Your roughness map looks a lot like the gloss one inverted or altered in some way. If it is, could you do that in the node set-up and therefore only need the gloss map?
I'm looking forward to putting this set up to the test, but only have other peoples models and maps, so going to do a selfie as a first test.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
- tonysculptor
- Posts: 62
- Joined: Fri Aug 16, 2013 12:27 am
- Location: Austin, TX
- Contact:
Color map was hand painted in ZBrush. As of yet, I have never used photos for my textures.
Gloss and Spec were painted in ZBrush as well.
You can usually get away with inverting your gloss/spec map for roughness, but I usually like to tweak the roughness in areas like the lips. It depends on the subject. So you could just duplicate your gloss map, set the invert flag and feed it into the roughness pin.
Gloss and Spec were painted in ZBrush as well.
You can usually get away with inverting your gloss/spec map for roughness, but I usually like to tweak the roughness in areas like the lips. It depends on the subject. So you could just duplicate your gloss map, set the invert flag and feed it into the roughness pin.
Tony Reynolds
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
- tonysculptor
- Posts: 62
- Joined: Fri Aug 16, 2013 12:27 am
- Location: Austin, TX
- Contact:
@NVN: Im not sure if I understand the question, but if what you mean is where to plug in your textures in the macro, you may have missed this image higher up in the thread...


Tony Reynolds
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
- tonysculptor
- Posts: 62
- Joined: Fri Aug 16, 2013 12:27 am
- Location: Austin, TX
- Contact:
This is a complex material (4 layered materials) so I would expect it to be slow. On my next project I will work on a simpler, more performance friendly version. Below are my render settings...


Tony Reynolds
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
Regarding your render settings Tony, you skin material is very much different to what I've used in the past, so this may not apply....but I found that a maxdepth of 16 was a little high and tended to bounce the light around to much so you end up loosing contrast (maybe my material reflectivity was too high). For for human figure renders I tend to drop the maxdepth back to about 6 or 7 (but as I say, my skin material is probably not setup as well as yours).
Also, I've found increasing the caustic_blur provides a quicker render for very little "blur" cost.
Also, I've found increasing the caustic_blur provides a quicker render for very little "blur" cost.
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
- tonysculptor
- Posts: 62
- Joined: Fri Aug 16, 2013 12:27 am
- Location: Austin, TX
- Contact:
I was experimenting with some settings, and have found that when absorption values are higher, it renders faster. At first, I thought that to be odd, but perhaps there are less rays to scatter when more light is absorbed.
Tony Reynolds
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
Thought I'd try it in Standalone before converting over to LW. Should I be able to plug in the images as you've shown and it'll work, with some tweaks to get the look I want?
My model just shows up very very dark. Wit whatever kernel I try and with sunlight.
My model just shows up very very dark. Wit whatever kernel I try and with sunlight.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |