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Achieving realistic skin

Posted: Mon Sep 27, 2010 10:53 am
by MaTtY631990
Because there's no SSS, I thought to test a scene to see if you can achieve realistic skin. Any comments on what is lacking or what I can do to get better result.

Image

Re: Achieving realistic skin

Posted: Mon Sep 27, 2010 2:03 pm
by radiance
very good but it looks too transparent.
maybe add a layer 0.5 CM under her skin with less transmission?

Radiance

Re: Achieving realistic skin

Posted: Mon Sep 27, 2010 6:41 pm
by kubo
it lacks ... underwear!
besides that, really nice, a little waxy, but I do think if you tweak it it'll be there.

Re: Achieving realistic skin

Posted: Mon Sep 27, 2010 6:59 pm
by MaTtY631990
radiance wrote:very good but it looks too transparent.
maybe add a layer 0.5 CM under her skin with less transmission?

Radiance
As well, I was wondering if you could tell me if it will be possible to use a glossy material on top of the skin material to create the sheen on the skin by tweaking an opacity slider in pre 2.3 v5.

Re: Achieving realistic skin

Posted: Mon Sep 27, 2010 7:30 pm
by mantra
intresting

Re: Achieving realistic skin

Posted: Tue Sep 28, 2010 12:41 am
by Kevin Sanderson
LuxRender devs are working on a velvet like skin. Is that possible in Octane?

Re: Achieving realistic skin

Posted: Tue Sep 28, 2010 11:25 am
by ROUBAL
Did you use a texture on this material ? It looks too smooth IMHO.

Beside that, smoking is bad for skin ! ;)

Re: Achieving realistic skin

Posted: Tue Sep 28, 2010 3:20 pm
by MaTtY631990
It's just a simple coloured diffuse material with translucency applied. :twisted:

Re: Achieving realistic skin

Posted: Sat Oct 02, 2010 12:48 am
by Garrick
MaTtY631990 wrote:It's just a simple coloured diffuse material with translucency applied. :twisted:
How did you apply translucency, because I have not found simple way of doing this.


Or could someone do a short video tutorial on this.

Thanks,

Re: Achieving realistic skin

Posted: Sat Oct 02, 2010 1:00 am
by kubo
create a diffuse material node, see that there are several triangles, each for a different parameter, and a circle which actually is the translucency value, create an RGB node, attach it to the "circle", now you have a diffuse material with translucency controled by RGB, play with it.