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  • Matt, the male model image looks good. The spec and redness works well in my eyes. Nice stuff.
    I've never really considered to or taken the time to explore Daz's rendering capabilities, due to the steep learning curve and time I've invested in trying to learn C4D and others, but you certainly amaze me with what you can do.

    The Ranger looks good, except I would have liked more reflection on the windows,
    Hats off to you mate.



  • Same light setup, different model. :)

    Always wanted to do a car render, but never did find a car I really like. There are some problems with the rigging, but the materials zones are pretty nice.

    Don't mind the background sphere. It was just there so the car will reflect the surroundings.



  • This one took about 26 minutes to render (plus 45 seconds). I upped the resolution, lower the render option's shading rate to 0.5, UE2 shading rate to 1 and upped the samples of the UberArea light to 32.

    Based off a pose from one of Hegre's series. The specular on the male and the redness of the skin is intentional - I want that 'oily' look and the male model's skin is slightly reddish. I ditched the specular maps for this one.

    The female model is the same as before, with various tweaks to the skin to give it more color. I did try to find a good balance between diffuse, SSS and a little bit of ambient so it won't look totally dark in darker areas. I also use the second specular with low glossyness/roughness so the skin 'pops' out a bit.

    I would say not bad for a 3delight render. This is still with DS3 and the older version of the renderer. I've seen some speed improvements with DS4.6 (between 33 to 50%), depending on settings.



  • @'hzr':

    You can just use the provided specular colour maps from artists depending on each set, and combine this with your glossiness layer to point out which areas should have broader specular and which should spike out more. Just overlay this layer over the provided map and you should have alot more control in the end.

    Yep. I've just about finish updating my skin materials preset to have just that amount of specular with the included specular maps for each texture set. It should add more distribution and more noise which should be 'picked up' with higher quality renders.

    Good point about the glossiness map. In my opinion it is what a specular map should be (controlling which part has more gloss, rather than controlling the strength).

    I wish vendors stick to one method of computing specular and bumps though. It would make life a lot easier, but I suppose that's unavoidable because those things are computed differently in DS and Poser.

    @'hzr':

    Also dont be afraid to use slightly exagerated specular. In the beginning I was always scared to use alot of specular amount because in my mind I had set "alot of specular = unrealistic". But that is just bullshit. Specular, if used right, adds alot of depth to the whole object and balancing the right amount is the whole skill behind it.

    I hear you. :)
    Saw a porn vid awhile back where the camera guy have some funky, BAD ideas of zooming way too close to the models face. So close, you see the pores and overblown specular. So yeah, those things do exist in real life. Makes me wonder though, how do you simulate those kind of things, including bad lighting, in 3D.



  • Yep it has paid off I`d say. Specular is the key in most situations. You can often go with a less pronounced sss effect but have good looking specular and it still looks very realistic and you dont really notice if the sss is right or not. Sometimes ppl mistake diffuse light falloff for sss aswell.

    The specular in your shots is quite nice already. I would probably just try to paint inside the maps a bit and lower the body specularity on her belly slightly or tone the whole specular map set down just a bit but raise the specular in the face. Especially areas around the mouth and eyes also the forehead should have quite alot of specularity because ppl touch themselves in those areas ALOT and this leaves more oily stuff thus more glossiness. Or even go as far as taking the time and do a glossiness overlay once, and just reuse this for future renders. You can just use the provided specular colour maps from artists depending on each set, and combine this with your glossiness layer to point out which areas should have broader specular and which should spike out more. Just overlay this layer over the provided map and you should have alot more control in the end.

    Also dont be afraid to use slightly exagerated specular. In the beginning I was always scared to use alot of specular amount because in my mind I had set "alot of specular = unrealistic". But that is just bullshit. Specular, if used right, adds alot of depth to the whole object and balancing the right amount is the whole skill behind it.

    But man, I just wanted to say very nice renders and I am theorizing like a madman again. So here you go :

    Nice renders! :)



  • I got into experimenting a bit more after watching the videos here - http://www.youtube.com/user/PixarsRenderMan/videos

    Latest version of my skin and light setup.

    hzr, thank you for egging me on the specular. It was a bitch to get right, but getting specular as close possible was the key. As for the details, it's just a matter of using specular maps and turning the quality dials up or do very high res renders.



  • Yes, very nice indeed. Some great improvements here.



  • After more tweaks.

    I finally have translucent, slightly reddish ears. :)

    Well, maybe not reddish. :)

    No SSS maps are used - just diffuse, spec and bump. The SSS is more pronounced now, since I've figured out the diffuse color/strength relationship with SSS in DS. After that, it was simply figuring out the scale and strength to apply. The preset has variable SSS strength for some material zones and transitions between areas are smoothed out by grouping them as one group.

    It really needs good texture and lighting though. I did some testing with some of the freebie textures out there, but they don't seem to look as good as commercial ones.



  • The bump was exaggerated to get more details in. It's something I read the paper I referenced - you rely on the the lighting model to smooth/blur them (but they should be there. I also tried using different strength for separate surfaces and have the SSS group smooth the transition between material zones. Basically, I wanted to see just how much values are needed to have different levels of SSS. 10 % will do the job, which translates to about 5 % difference in diffuse.

    Here's a render without the exaggerated bump values.

    With a softer light setup



  • Hm, I dont see really see alot of an sss effect. Looks like diffuse with decent specular and too much bump? What did you try out?



  • I think the bump map on her face needs toning down a bit, needs some skin cream ;). Nice work though.



  • Thanks to hzr posting of Pre-Integrated Skin Shading, I went and tried a few new ideas I got based on John Hable's paper. What interest me the most is the tidbit about harsh falloff. I also learned new tricks with DS SSS - basically how to vary strength without maps.

    Old setup. Lighting was changed to get a more harsh falloff.

    New setup.

    Edit - I posted the wrong image. Sorry about that. Here's the correct version. Replaced it with the correct one.



  • Thanks.

    I hope you mean pre-knocked up Britney :)
    Actually she was loosely based on LIttle Caprice - and I mean very loosely.

    I think I found what's causing the uniform specular look though. Basically, subpixel samples. At my general render settings - shading rate 1, the bump/specular maps were undersampled. Once I upped the shading rate to something like 0.25 and 0.1, the details were once again noticeable.

    Did some experiment today with DS4.5 scripted render mode. Mostly to test point based occlusion. I actually found it to take more time with comparable image settings. Plus it has the same drawbacks with hair.



  • I like the shots. Sorry for not posting earlier on, I must have been doing something else lol. But great body and the face reminds me of Brittney Spears ;)



  • Different model, texture, same shader settings (mostly). Changed the diffuse values to get more saturation.

    I know. The specular is still too uniform. I wanted to see what's causing it - the lights, the texture or the settings I'm using. Seems like its the settings.



  • These tech demos are basically research projects - really cutting edge tech.

    I just wonder why do renderer developers take so long to implement them? For example, most SSS implementation we know today are based on Henrik Jansen's work. Are there so few vendors/developers willing to write custom shaders to achieve the same effects we've seen in these tech demos? Or are they so 'allergic' to rendering tricks/hacks?

    Anyway, I tweaked the specular settings. Turns out I was using the wrong map (bump map) for specular strength. Unfortunately, there's no slot to control glossiness and I'm not currently in the mood to go mucking about in Shader Mixer to plug in a texture slot.



  • To get those results you need high quality models and textures done by professionals. The results you see from some realtime demos were done by absolute masters of their craft. Its not like anyone could do this.

    I am fine with this and actually looking forward to the possibilities that will arise from this. Cryengine and UDK, maybe also Unity will most likely be the first engines where you can get really good results. I guess the main problem for 3dx will be to actually adjust models or even come up with something thats an all in one adult model.

    Sadly there isnt enough talent around the 3d porn guys/gals to come up with a very good looking human model, thats why we are still kinda stuck with what DAZ throws at us. I mean we dont even have really good geografted genitals yet that were done with geografting by someone other than DAZ themselves :/



  • Or maybe Lightstage.

    Doesn't it just kill you though, that realtime 3D have all the support now, and we're stuck with a figure that still nowhere near close to being realistically human?



  • I love how that turned out btw. http://www.iryoku.com/next-generation-life

    The woman really has some nice realism to it. I guess they used one of those Infinite Realities scans for this, with high quality geometry and textures.


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