tonysculptor Skin updated for Octane 1.5

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tonysculptor
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Posts: 62
Joined: Fri Aug 16, 2013 12:27 am
Location: Austin, TX
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Hello all,

I just wanted to let everyone know that I updated my skin shader to work properly with the latest version of Octane. It is called "tonysculptor Skin R15", and can be found in LiveDB > Materials > Organic > Skin.
I simplified some of the inputs, exposed input pins for both levels of specularity, and tweaked some of the scattering settings. It should be easier to use and if your model is built to real world scale, it should work without tweaking any of the scatter scale parameters.
I ran the shader through its paces with several lighting tests. I tested numerous HDR environment maps, Blackbody Emission, and Daylight scenarios.
Check out the tests below, and enjoy.
tonysculptor Skin R15 - Octane
tonysculptor Skin R15 - Octane
Tony Reynolds

i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
Tugpsx
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Location: Chicago, IL
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Wow thanks
Win 11 64GB | NVIDIA RTX3060 12GB
xxdanbrowne
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Awesome!
tonysculptor
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Posts: 62
Joined: Fri Aug 16, 2013 12:27 am
Location: Austin, TX
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I also added a new hair and eyeball/sclera material to work with Octane 1.5.
The hair is located in LiveDB > Misc > tonysculptor Hair R15
The sclera material is located here: LiveDB > Organic > Skin > tonysculptor Sclera R15
Tony Reynolds

i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
xxdanbrowne
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Posts: 503
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Holy crap, awesome!
Just as I was struggling with eyeballs - you rock Tony!

I wonder how long it will take for the server to refresh!
hibingo
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Posts: 14
Joined: Wed Oct 10, 2012 11:13 am

Can you give us a clue as to your lighting set up? When I use your skin, it always comes out very dark and reddish, no matter what image I place in the color node. So I was thinking it might be the kind or intensity of light I'm using.
tonysculptor
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Posts: 62
Joined: Fri Aug 16, 2013 12:27 am
Location: Austin, TX
Contact:

As far as the skin darkness, I updated the default settings, which means that it should just work. Of course, it will always look darker at the beginning because of the nature of the material.
The tests are using mostly HDR environment maps (gamma set to 1, because they are already in linear space). The daylight power was also set to 1. The texture emmission lights are set to a power of 1000 to 3000.
I hope that helps.
Tony Reynolds

i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
hibingo
Licensed Customer
Posts: 14
Joined: Wed Oct 10, 2012 11:13 am

I think I might have found my problem. When plugging an rgb image into the texture node it defaults to having a gamma value of 2.2. Setting it to 1 helps a lot. I'm still getting tons of bright red hotpixels though, so I think I might be also having problems with my imported mesh scaling.

Thanks again for these awesome contributions. :D
xxdanbrowne
Licensed Customer
Posts: 503
Joined: Wed Feb 06, 2013 2:38 am

Still haven't refreshed the servers yet looks like but I had another shot at using tony's skin. (This one is using V3)
I had to play around with the scale by adding a placement node after the group and resizing to 0.01, 0.1, 1, 10, 100 to see what effects it would have. The results are way better than I got before - the skin looks more or less like human skin and more or less the right texture. Also the lighting model makes a difference: I just used direct lighting initially to see what would happen and it was pretty dark. So I tried daylight and futzed around with the north offset till I got the sun shining directly on the model's face. I think the results are pretty good and certainly way way better than I got before. Now I just gotta figure out how to get the dang eyes to glint. Other little things are that the model itself has a big effect: too low poly and you get artifacts (like you can see on her left underarm). So maybe a higher poly model would make a difference.

Image
tonysculptor
Licensed Customer
Posts: 62
Joined: Fri Aug 16, 2013 12:27 am
Location: Austin, TX
Contact:

It looks like your scatter scale settings are too small for your model. Although my settings should work for real world scale , it depends on your import settings. So if it looks like plastic, just crank the scatt values high. As a general rule of thumb, the backscatter scale should be half of the other scatter scale settings.
Another big thing is your model should be closed or the holes should be blocked by another mesh, otherwise light starts bouncing around inside of the model.
Tony Reynolds

i7 6 Core Processor | 680 GTX x 3, 4 GB VRAM | 128 GB Ram
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