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SSS skin material
Posted: Fri Aug 01, 2014 7:19 am
by Elvissuperstar007
need material shader organic skin
standard mix shader of complete nonsense
Re: SSS skin material
Posted: Fri Aug 01, 2014 8:12 am
by IMPICHMENT
+1
I, too, for this idea. We need to think how to simplify workflow Octane to make it more accessible to artists.
Re: SSS skin material
Posted: Fri Aug 01, 2014 8:17 am
by gordonrobb
I'm not sure what you're showing here as you haven't shown the octane one on a model. I've used TonySculptors material to great effect, and all just by sticking the appropriate image in the appropriate node (and that was having converted them for Lightwave). The other apps materials look just as complicated or difficult to understand.
Re: SSS skin material
Posted: Fri Aug 01, 2014 8:18 am
by gordonrobb
Plus, you're in danger of criticising Tony's generously donated material, rather than being specific with OTOY as to what you want.
Re: SSS skin material
Posted: Fri Aug 01, 2014 8:29 am
by glimpse
Human skin is one of the most complicated materials to reproduce, because of the things You need to keep in mind while setupping it.
Octane render has more or less standart map slots & You can get very good results with it
(free material that Gordon mentioned from TonySculptor is a good example to iliustrate that).
What You need is a bit more work, rather than talking that shader is too complex..
If OTOY is going to make shader more simple, other users will start talking that it's not flexible enough..- it's a closed loop..
Some of the best artist around (like Bertrand Benoit) put up very complex materials (shaders are simple enough,
but the amount of maps, tailor made for specific object are insanelly detailed) - there's no shortcut to reach quality..
Re: SSS skin material
Posted: Fri Aug 01, 2014 9:34 am
by abstrax
Elvissuperstar007 wrote:need material shader organic skin
standard mix shader of complete nonsense
Huh? Maybe switch to the input pins???
Re: SSS skin material
Posted: Fri Aug 01, 2014 10:23 am
by gordonrobb
glimpse wrote:Human skin is one of the most complicated materials to reproduce, because of the things You need to keep in mind while setupping it.
Octane render has more or less standart map slots & You can get very good results with it
(free material that Gordon mentioned from TonySculptor is a good example to iliustrate that).
What You need is a bit more work, rather than talking that shader is too complex..
If OTOY is going to make shader more simple, other users will start talking that it's not flexible enough..- it's a closed loop..
Some of the best artist around (like Bertrand Benoit) put up very complex materials (shaders are simple enough,
but the amount of maps, tailor made for specific object are insanelly detailed) - there's no shortcut to reach quality..
Totally agree with you. I mentioned TonySculptors excellent material as that is the one that was shown by the OP with a 'WTF' beside it

Re: SSS skin material
Posted: Fri Aug 01, 2014 10:59 am
by Elvissuperstar007
gordonrobb wrote:I'm not sure what you're showing here as you haven't shown the octane one on a model. I've used TonySculptors material to great effect, and all just by sticking the appropriate image in the appropriate node (and that was having converted them for Lightwave). The other apps materials look just as complicated or difficult to understand.
I did not mean bad shader
Re: SSS skin material
Posted: Fri Aug 01, 2014 11:11 am
by Elvissuperstar007
abstrax wrote:Elvissuperstar007 wrote:need material shader organic skin
standard mix shader of complete nonsense
Huh? Maybe switch to the input pins???
The attachment wtf.png is no longer available
a lot of unnecessary body movements while creating material
it is necessary to spend a lot of time on the move to and fro
sorry for bad english