Human Skin WIPs and Tips (Everyone feel free to post your own skin WIPS here too)


#1141

I guess u just forgot to change the hdris mapping from Texture/ Screen to Environment/spherical. if its still to splochy u can increase the blur offset to something about lets say 0,05. i wonder about the transparency thing cause if u use a skylight with MR all shadows are raytraced what should work with opacity maps.
One thing last: in the environment dialouge turn on logarithmic exposure control. now u can control the hdris brightness.

if u keep all this steps in mind it should work properly.


#1142

is the sss fast skin shader available for max 6? i’ve heard alot about it and seeing what is being done with it here is amazing! is it only exlusive to max 7? i’ve been reading about it as a feature o.O


#1143

Hi,
here is my first head. It is modeled in 3dsMax 7. Rendered with Mental Ray. The scene contains a directional light on the upper left side, an omni light right behind the head and a white plane on the right to simulate indirect light. Switch Final Gather on with 1000 samples.

I used the SSS Fast Skin Material with the following values and maps.

Unscattered diffuse weight = 0,6
Epidermal (top) layer scatter weight = 0,1
Epidermal (top) layer scatter radius = 9,6
Subdermal layer scatter weight = 0,7
Subdermal layer scatter radius = 30,0
Back surface (through) scatter weight = 0,7
Back surface (through) scatter radius = 30,0
Back surface (through) scatter depth = 30,0

Specular Weight #1 = 0,3
Specular Edge Weight #1 = 1,0
Shininess #1 = 5,0

Specular Weight #2 = 0,3
Specular Edge Weight #2 = 0,0
Shininess #2 = 33,0

Reflection Weight = 0,1
Reflection Edge Weight = 0,4
Reflection glossiness = 2,0

and the maps


Unscattered diffuse color and Subdermal layer scatter color


Epidermal (top) layer scatter color


Back surface (through) scatter color


Bump


Overall specular Weight

Any ideas to get a better and realistic look. In my opinion i have to work at the bumpmap and the part around the eyes.

Ralf


#1144

Junpei, check the Mental Ray Shader discussion forum inside the 3ds max Forum, should give you some info…

Hi Ralf, I quite like your shader, but there are a few things you could adjust. I can’t see much translucency around the ear, i think it should be a bit redder, try to lower the Back surface (through) scatter radius and depth, 30 is quite high… well, if you’re using centimeters. And, highlights around the nose are too consistent and regular…

Hope that helps…

Ike.


#1145

Sorry to say arni|, but it doesn’t look like skin at all. Maybe in some parts, but as a hole, nope. Try to get some more contrasts in the image, and work on how skin reacts to lights. Read stahlbergs skin shading tutorial.


#1146

And very usefull, read this:

http://www.lamrug.org/resources/doc/sss-skin-tutorial.pdf


#1147

:slight_smile: Hello I’ve recently been programming my own skin shader into Maya’s render. And I’ve just been testing it out. It is an oren nayar based shader with at the moment 58 controllable attributes that control the subsurface scattering and the many specular layers. It has 4 functions contributing to the subsurface scattering all of which no raytracing is needed to work. Its specular layers are comprised of 8 specular calls one including a lafortune specular function with measured skin reflectance data inputed into it, so really thats 10 specular calls. Then the shader is build in a layer fashion mimicing that of real skin, I layered 3 skin layers the subdermal, dermis and epidermis. Right now iam just using simple old Mix to layer it. I did test out the Kubelka-Munk model which looked good but gave kinda unpredictable color results, so i dropped in favor of having better artistic control and predictable color results. Hope you guys like my test render so far, I’ll be testing it more and improving it over time. :thumbsup:

-MIGUEL


#1148

great work! looks very good


#1149

Hi, this is my latest attempt on skin. Still need to do reflectionmap and proper bumpmap

greets


#1150

i am working with brazils skin shader, but it gets totally bleached out when i ad light.

first i set on skylight in brazil, and put a hdri map in there.

when i render than everything ifs flat no speculars seen etc.
because its global light ofcource.

But, when i ad a omni in my scene the skin really gets to work, but than it toally bleached out. i have to set my omni to like 0,4 is that normall ?

caus 1 is mostly the standard and doesnt have that effect on objects… but it does on the skin. even when i set all the skin settings very low.

any idears?


#1151

:slight_smile: thanks enin


#1152

here is a test render of the shader on a character just a quick test simple directional and spots.


#1153

Still a W.I.P. Rendered in Studio Max + Mental Ray 3.3. Trying to get oily vs. wet skin settings. C&C welcomed. Thanks.


#1154

YOWZA that’s good.

Deltoid geometry is off, but the skin looks great


#1155

wow thats lookin’ great Fritos! I especially like the specularity you have. The only thing that I would say is that the skin bump seems just a hair too much. But that could just be me.


#1156

Woooooooooooooooooow, Fritos that is freaking unreal dood.


#1157

wow awesome skin shader Fritos!!


#1158

Sure it is a great skin shader ! Bravo ! 5 stars !


#1159

yep… looks nice… though I think its the phototexture which looks so good. Shader needs much more work and the skin seems to shiny the bump/spec map too rough.
Can we see the material without a texture?

Good work so far


#1160

@ ikephoto and claw
Thanks for your criticism. I worked the last days on my skinshader. That is one of my results.