Efficient Skin Scattering For Cartoon Like Characters
Posted: Sat Mar 22, 2014 9:52 am
Hi,
I see lots of fantastic complicated scattering materials for realistic skin on characters in other forum posts. But I am after something that is more efficient for non-realistic characters. Something like 'how to train your dragon'/'paranorman'/Pixar kind of thing.
In small isolated tests so far we have tried a mix of a 'diffuse with a scattering medium' and glossy material, and just one specular material. So far it seems the single specular material option might be a better choice - it seems more efficient then the mix choice and a better result.
It's for rendering an animation so efficiency is a concern but we must have scattering incorporated in it - I tried some hacks with just a glossy material and a falloff map but wasn't happy with it.
Also with a specular material it seems more consistent between 'direct lighting' and 'pathtracing' although I can't remember how much of a difference we should expect to crop up - I am worried about minimising the chance of unexpected consistency between shots, and we are prepared to do some with different kernels etc to balance production speed against quality etc.
Also when it comes to things like finger nails and other regions where we need to mix materials I wanted to check that for efficiency overall is it best to split polygons into material groups to avoid mix materials, and isolate the blends with mix materials to fewer polygons? It logically seems so but I wanted to double check before we do that extensively!
Does anyone have prior recommendations for this kind of skin setup?
Thanks!
I see lots of fantastic complicated scattering materials for realistic skin on characters in other forum posts. But I am after something that is more efficient for non-realistic characters. Something like 'how to train your dragon'/'paranorman'/Pixar kind of thing.
In small isolated tests so far we have tried a mix of a 'diffuse with a scattering medium' and glossy material, and just one specular material. So far it seems the single specular material option might be a better choice - it seems more efficient then the mix choice and a better result.
It's for rendering an animation so efficiency is a concern but we must have scattering incorporated in it - I tried some hacks with just a glossy material and a falloff map but wasn't happy with it.
Also with a specular material it seems more consistent between 'direct lighting' and 'pathtracing' although I can't remember how much of a difference we should expect to crop up - I am worried about minimising the chance of unexpected consistency between shots, and we are prepared to do some with different kernels etc to balance production speed against quality etc.
Also when it comes to things like finger nails and other regions where we need to mix materials I wanted to check that for efficiency overall is it best to split polygons into material groups to avoid mix materials, and isolate the blends with mix materials to fewer polygons? It logically seems so but I wanted to double check before we do that extensively!
Does anyone have prior recommendations for this kind of skin setup?
Thanks!