misss tests


#1001

Hi Andrew. I asked zippzopp because it was his work I was interested to know how was built. But I am here to learn from everyone who knows better than me, so thanks for your reply! Now I have a new direction to try! :smiley:

By the way, Jester“s pic is lookin really good. Only thing I see is that the shapes around the face look a little bit too hard maybe? The skin shader and texture look very subtle and nice.

Here, I got some renders to show something I can“t get to fix.

In the pic 1 you can see that the left eye recieve a really hard dark shadow, plus the eyelid is not even visible (they all have a sss shader). All this object have the normals the direction they should, I“m pretty sure that“s not the problem. I just can“t figure out what is.

As you can see, my sss shader is still to be heavely tweeked, I sort of painted maps for it (very basic ones), but I“m tryin to figure out what to paint in the maps, the way they will act (I recently checked almost every page of this thread looking for examples).

I wouldn“t mind some feedback on the modelling too! :smiley:

ZippZopp, I hope you don“t mind I got your image of the old mad man on my wallpaper. It looks really cool. And the orc“s skin is awesome too!


#1002

Hello,

Been working on this girl for some time now.
Today I textured her and slammed the misss shader on her.

This is the first result. Any comments on the shader or texture is well apreciated.


#1003

AndrewRaz, thanks comments. The fuzz layer has been created, but I didnt render it, because this image took some 18 hours to render, and with the hair render it would took a lot more... :) . About the comments, I realized, that my artwork usually doesnt get too much response, for example on cgchannel it has 0 comments, and on this forum my thread was alive for 3 pages only… :frowning: So I`m a little disappointed, but I will work hard to get more attention. And since I was stupid enough to post the image during Siggraph, it lost the chance to get on frontpage as well…


#1004

@j3st3r
I realy love your image man! it should deserve front page recognition! You have realy put soul in just those eyes. Amazing stuff! The skin is also great.


Hey guys, Today I tweaked the misss shader som more and touched up the various texture maps associated with it. Hope you like it.


#1005

Hi, i have a question about the new maya 8 ā€œscatteringā€ setting in most of the maya shaders. Does it hold the same potential as the miss? It has less options but could you produce the same result with it or is it just for simpler renders?

Basically, it all boils down to, whats the difference?


#1006

LikuidSnake: thanks for the kind words, glad you like my work. For the old man, painted the skin map first. it was a combo of hand painting and photos. from there, i saturated it for my backscatter color. i did a bunch of the modeling in zbrush, so i generated a displacement map and used that map as a start for my bump map. i continued to work the bump map further in zbrush, using the displacment as a start. i finally painted from scratch the spec map. but in retrospect i think it is slightly off. it is blue toned, but you’ll notice it has a considerable amount of white in there which i think should be more blue toned.

j3st3r: great work dude. i really like the way you’ve done the eyes and the skin shader is very nice. what was your lighting setup for that? i find that lighting has a tremendous impact on the shader. i can have it setup properly and get crappy renders and once i get my lighting right it really works well. the spec is just right on yours as well. keep up the good work


#1007

ZippZopp: Thank you! Your comment is really important to me. I used 2 lights, both with the tek2shoot shaders (d2s light), and I set the keylight to 6500 K, and the second to a little blueish (somewhere 9000K). I also used a HDRI as a fill light, but it`s really low, just to add color variations of reflected light of the environment. The whole thing is done in XSI. The d2s light shader gives much nicer results, and somehow easier to adjust than the built in ligth shader…The skin shader is result of your posts (that bald man is really insane!!!), and the I followed also The Last Elf topic, and Loic Zimmermann ( I hope I wrote his name properly) hints. Thank you guys!


#1008

Hi All,

Does anyone find that getting the bump working with misss is much nicer via bumpCombiner instead of built in bump slot in misss shader? I got some artifact and aliasing problem with bump plugged into misss although export shading network checked on and filtering down to 0.
What everyone’s favorite slot to put amb_occ??? I didn’t really like in ambient slot (both in miss and lightMap) but layering it in mix8 gave me gray-ish blended color (multiply or overlay).

Thanks,

Ft.


#1009

used mentalray or renderman?!!


#1010

Hi,
I am using misss shader for one of the models that I am using for my project, can I get feedback on this.


#1011

hi there.
did anyone of you use reflection with your misss_fast_skin nodes? I’m trying to get right settings for the reflection component of the skin an try to keep it very low, but get results that are very harsh and overdozed. It seems that one get’s better results checking ā€˜reflect environment only’ attribute. besides this it’s of course much faster than casting rays. do you have any experience with reflection in misss_fast_skin?

cheers.
rob


#1012

I’m having a spot of bother - I set up the miss_fast_simple shader and it was working fine. I set up some nice lighting and it rendered beautifully and gave me the nice skin results I were after and red ear!
I’ve built some eyes in my character and added a hdr to the reflection parameter to fake a highlight in the eyeball. this when used subtly gives me really nice ā€˜generic’ cheat highlights in the specular.
however for some reason the skin has decided not to bother shading any more!! the only bits I see are the areas where ā€˜red ear’ is evident on the mesh. the rest is black?!

I tried removing blinn/hdr cheap eyeball shader and i’m still getting the same prob!! I’ve reset maya and nothings working. can anyone tell me whats happened with it?

edit
doh - sorted it …seems the misss shader only works if its the ONLY shader applied to the mesh. my char’s eyes and head are combined - I added the blinn to the eyes and the skin to the er… skin and it didn’t wanna know. Separated mesh n eyes and applied appropriate shaders and all is fine :slight_smile:


#1013

anyone find anything new with misss fast skin in maya 8? the only thing i see so far is that now the lightmap is created first and then final gather happens


#1014

can anyone share with me how I can get this veiny look under the skin surface?! It really is a fantastic look and something I’d like to use with sdk’s on one of my characters faces when he’s angry & stressed. what layer of the fast_skin shader do I plug my vein/artery map into?

cheers
ant
skin noob
newc
uk


#1015

for details like this I would go for bump or better displacement. to trigger the veins in animation eg when the character gets stressed I would make an additional dispmap where the veins are painted on black and then add the maps atop the base displacement map via a layered texture. from there you can tweak the colour gain or, even better, the opacity of the vein-map in the layered texture and therefore influence the strength of it. for the color of the veins I would do something similar for the color map…

cheers.
rob


#1016

thanks Rob. I like the bump method and that might work but I’ve already got a bump node plugged into my character for a bit of surface relief (albeit it barely noticeable in pics beneath!). Is there a way of keeping my current bump and pluggin a 2nd one in left of the bump2d node? I dont know how to do this.
the displace would take forever to render on my character although it may be worth it for the 1shot its in my animation!!
I was hoping to acheive the effect purely through the fast_skin - I’ve seen a few pics on here with some really nice underskin veinyness and want to try and achieve that if I can.

heres my character with the misss_fast_skin on him at present:


#1017

Is there a way of keeping my current bump and pluggin a 2nd one in left of the bump2d node?

Search for Bump Combiner.

I saw more translucency coming from the cloth rather than the face. Play around with scale conversion, try between 0.1 up to 500 to get strong effect, then tweak. Hope it helps.

Ft


#1018

yes. you could go for bumb combiner. you could also go for layered textures. you have a base bump map and all the additional bump maps are layered atop the base map. but I guess bump combiner gives you a nicer workflow… haven’t used it before. it’s a shader from francesca, right?

download it from there
http://www.tomcowland.com/mentalray/


#1019

my workflow is that i have one master photoshop file for all of my maps (diffuse, epidermal, subdermal, backscatter) i have adjustment layers at the top to turn the regular color map into a backscatter map or epidermal map etc… i found that making a layer of just veins that you tone down for the diffuse and epidermal, but saturate and make more prominent for the subdermal and back scatter really helps.


#1020

thanks ZippZopp
I dont have any update pics for today but I did this last night and created a simple (and very quick!) vein map by taking my original colour map, overlayering a high contrast veiny texture (marble worked well for the moment!) and then recolouring the back scatter to get a nice deep red/purple/blue colour!
I did some tests and didn’t see much difference EXCEPT for when I applied the blink blendshape and I can see the veinyness in the eyelid which looks fantastic!! My radius and depth settings just needed a little tweaking after that! :slight_smile:

thanks for everyones help with the bump combiner - not tried that yet but will have a go