Understanding Material + Layers and Universal Material

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Kanne
Licensed Customer
Posts: 79
Joined: Wed Mar 06, 2019 5:51 pm

Hi,

i'am trying to figure out how materials play together with layers, like diffuse material with a specular layer or a specular material with a diffuse layer. Everything under the subject to better understand SSS and transmission to create a skin shader. Sadly i can't figure it out even after hours of trying and testing. I experience weird hehavior (at least in my opinion, which absolutly has not to be correct :) ) and don't understand where they inherite from.

My initial goal was to have a material which has a 100% diffuse layer and 100% specular layer. Without layers or universal material this wasn't possible if i'am right. Am i? It was just possible to mix a specular material with a diffuse material where i would lose information of the diffuse map and strength of the specular pass.
With the addition of layers i thoughed it would be a piece of cake. Diffuse material with specular layer or specular material with a diffuse layer would provide exatly what i want, right? At least i thought so. Sadly both combinations show weird behavior in combination with sss and transmission and i don't understand why.

Case 1 - Diffuse material with specular layer: transmission bleeds into the reflection pass opposite of the light direction.
Case 2 - Specular material with diffuse layer: transmission bleeds into the diffuse indirect pass opposite of the light direction.
SSS_Material_Studie.jpg
Both scenarios i don't understand and think this isn't like it is supposed to be.

After those tests and reading universal material is quite buggy i hadn't much hope for the universal material. But it behaved quite like i hoped for but still with a few issues and the problem of the materials with layers which i expected to appear in the unversial material as well are nowhere seen.

Case 3 - Universal material with diffuse transmission type: the one most close to my expections. The only thing nagging me is the sss and transmission appear a little less effective than in a diffuse material with same color-map, transmission map and same sss-node. I guess its due to the ior?
Case 4 - Universal material with specular transmission type: With the same sss-node i can't get anywhere close to the effectivness of the sss like in a normal specular material even if i adjust the transmission map and the SSS has more noise than the rest with same amount of samples.

I don't understand the very different behaviors of materials with layers and the univseral material. At least expect them to be somewhere similar when given the same input maps, nodes and values.
I won't go into the visible seems in the universal material, since this seems to be just an issue with the 2020XB1 build.

All tests were made with Octane 2020XB1. All materials have the same sss node (random walk) and without rtx enabled. The material i referring to is just put on face and ear surfaces.

Please correct me if i have wrong assumptions on my interpretation or if i'am missing obivous reasons for the given behaviors. Please enlighten me :)

Another reason i did those tests where to create really glowing surfaces (like the ears) when put in front of a bright light source. I can't manage to achieve this. I can achieve they glow bright in front of a dark background like her right ear in the renders but her left ear directly infront of the light source always stays more diffuse then i hope for.

I would like to hear what you guys think would be a good setups for a skin shaders, or what do you tend to would be a promising setup. I'am currently messing around with one universal material with random walk sss or a mix-material of a universal material with random walk sss and a universal material with absortion medium (intention behind this approach was to boost the transmission on ears but results into getting hot pixels all over, so i'am trying to figure out the settings to smooth it out).

(I havn't tested 2020XB2 yet and don't know if those might be issues that are fixed)
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LightwaveGuru
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Posts: 487
Joined: Wed Jun 25, 2014 9:34 am
Location: Germany
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Hi ,

There is no ideal skin shader. every skin has different properties. have you already tested with the shader node tree which we have on FB for all octane users?

Or is it you Sahin? ;)

Since nobody can know what type of skin you want to create, it is next to impossible. to develop the right shader.
for this you need reference photos of a certain skin that you then work towards.

here two examples with the same SSS node tree but realy different looks...so the possibilities and "looks" are endless...

Image

Image

snip LWGuru
http://www.neotek.laboratories.de or http://www.youtube.com/c/Lightwaveguru or http://www.facebook.com/safarifx 4x Titan X 12 GB watercooled / 6x 2080 ti air cooled / 2x 980 ti watercooled
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LightwaveGuru
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Posts: 487
Joined: Wed Jun 25, 2014 9:34 am
Location: Germany
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or your buy this shader...and good luck :)

https://blendermarket.com/products/skin ... ane-render
http://www.neotek.laboratories.de or http://www.youtube.com/c/Lightwaveguru or http://www.facebook.com/safarifx 4x Titan X 12 GB watercooled / 6x 2080 ti air cooled / 2x 980 ti watercooled
Kanne
Licensed Customer
Posts: 79
Joined: Wed Mar 06, 2019 5:51 pm

Thanks for your reply,

i'am aware of the blender-shader but havn't bought it. I have bought the redspec shader quite a while ago and messed around with the tony sculptor shaders. Currently all of them dosn't make us of the random walk SSS which i think would be pretty useful from my tests.

I'am sorry i'am not Sahin, or is this a reference i don't get? Sorry.

The shader node tree you wrote about, do you mean the one from your personal facebook page in your signature? I gave your fb site a short visit and saw you recently posted a video about your skin shader and posted a picture of the shader. I will have a look into it aswell.
I'am well aware there are different looks and different approaches. I wanted to see what the a gernell approach for a skin shader would be like currently when people had time to mess arround with the new octane builds. I think your fb video will help to understand what your approach is.
Thank you for your response to the skin shader approach.

Still more of concern for me is to understand the behavior of the different material types with layers and their 'weird bleeding'-effect on different passes.

Kind regards.
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