Skin test for my character using Tonysculptor's Skin R20
Posted: Thu Nov 13, 2014 5:37 pm
Hi there,
I have been playing with tonysculptor's Skin R20 in the recent days to get a better skin tone for my character. My RnD results has been mixed. What I have noticed is that you definitely need to ungroup it and then play with the individual settings.
Most of the settings I have touched are:
- the mixing amount between the 'Backscatter Material' and the 'Epidermis Material'.
- under the 'Backscatter Material', the transmission texture power using the RGB color, Brightness color as RGB Color, Brightess Scale,under Medium the Scattering Color as RGB Color.
- under the 'Epidermis Material', The reflection using the specular texture map, the transmission texture power using the RGB color, under Medium the Scattering Color as RGB Color.
You need to increase the backscatter brightness scale for scene where the light is not bright enough. Also anything other than PMC Kernel produces less pleasing results.
Using this skin material on scenes where the skin is under shadow creates really bad results for me. So generally I will ensure there is enough light in the scene that is falling directly on the character.
I have also noticed the initial shadows on the skin will start as dark green patches, but it clears up as you let more samples per pixel happen.
The images I am attaching are done at 10,000 and 16,000 samples per pixel.
Hope you like the renders.
Cheers,
Rajib
I have been playing with tonysculptor's Skin R20 in the recent days to get a better skin tone for my character. My RnD results has been mixed. What I have noticed is that you definitely need to ungroup it and then play with the individual settings.
Most of the settings I have touched are:
- the mixing amount between the 'Backscatter Material' and the 'Epidermis Material'.
- under the 'Backscatter Material', the transmission texture power using the RGB color, Brightness color as RGB Color, Brightess Scale,under Medium the Scattering Color as RGB Color.
- under the 'Epidermis Material', The reflection using the specular texture map, the transmission texture power using the RGB color, under Medium the Scattering Color as RGB Color.
You need to increase the backscatter brightness scale for scene where the light is not bright enough. Also anything other than PMC Kernel produces less pleasing results.
Using this skin material on scenes where the skin is under shadow creates really bad results for me. So generally I will ensure there is enough light in the scene that is falling directly on the character.
I have also noticed the initial shadows on the skin will start as dark green patches, but it clears up as you let more samples per pixel happen.
The images I am attaching are done at 10,000 and 16,000 samples per pixel.
Hope you like the renders.
Cheers,
Rajib