To get realistic SSS skin renders...

Poser (Integrated Plugin developed by Paul Kinnane)

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JeffGalloway
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Posts: 52
Joined: Fri Mar 08, 2013 6:18 pm

To get realistic SSS skin renders, wouldn't it be a good idea to put a conforming skeleton and/or geometry (diffused) approximating muscle mass inside our poser characters?

I would imagine (haven't tested this) that it would give us a much more realist SSS effect and perhaps solve the "glowing finger" effect seen in some renders.

I have tried effecting the SSS using maps - but this seems to leave something to be desired and deadens the SSS effect too much.

Just asking...
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TRRazor
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Joined: Sun Nov 03, 2013 10:21 am

There are characters existing like that - however - those are far more detailed then what Poser could handle in terms of polygons per scene.
If you want to give realistic human skin shading a professional look, try the RedSpec SSS skin shaders.

Visit our DA page here: http://redspecsss.deviantart.com/

Early versions of our shader are also available here on the boards for free: http://render.otoy.com/forum/viewtopic.php?f=45&t=30867.

Hope this helps to get you started :)
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xxdanbrowne
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Joined: Wed Feb 06, 2013 2:38 am

The glowing finger effect is caused by the scale of the scattering being set to the wrong scale for the model. if e.g. a head model is 40cm (i.e. average size of the human head) and the scale of scattering is 40cm the light will go right through it. You need to crank the scale way down compared to the scale of the model so it approximates scattering only at permitted distances through the skin.
mlru
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Joined: Sat May 29, 2010 9:26 pm

xxdanbrowne wrote:The glowing finger effect is caused by the scale of the scattering being set to the wrong scale for the model. if e.g. a head model is 40cm (i.e. average size of the human head) and the scale of scattering is 40cm the light will go right through it. You need to crank the scale way down compared to the scale of the model so it approximates scattering only at permitted distances through the skin.
That's right.
I find a value of 4 to 9 mm usually fits best. Also the scattering direction is important, it should be a more "forward" pointing value, or else you get a more waxy look.
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