POV-Ray : Newsgroups : povray.binaries.images : skin WIP Server Time
15 Nov 2024 14:19:35 EST (-0500)
  skin WIP (Message 1 to 4 of 4)  
From: Tek
Subject: skin WIP
Date: 25 Nov 2005 04:42:59
Message: <4386dca3@news.povray.org>
I've turned to the dark side of the pov... my hobby is finally costing me 
money (unless you count all the PC bits I've bought over the years). This 
guy & his textures come from http://www.daz3d.com, which is a rather good 
website if you want realistic people but haven't the time/skills to make 
them yourself.

Anyway, the one thing I can't get from daz is nice looking pov finish 
settings. So I've been playing with a variety of lighting and material 
setups to try and get a nice effect. The skin material uses Daz's normal and 
colour maps, in a rather elaborate 5-layer material.

The most novel effect is fake sub-surface scattering, achieved by blending a 
red material with brilliance 1.5 and a cyan material with brilliance 2, then 
applying the colour map as a filter on top of that. The difference in 
brilliance values adds a slight red tint at small angles to the light, which 
looks sort of like the sub-surface behaviour of skin (and is way cheaper to 
render than doing it properly!).

The source is pretty short, so here it is:
#macro Skin( colourmap, normalmap)
 texture {
  pigment { rgb x*2 }  //fake sub surface, red has different brilliance
  normal { normalmap }
  finish { brilliance 1.5 }
 }
 texture {
  pigment { rgb (y+z)*2 transmit .5 }
  normal { normalmap }
  finish { brilliance 2 }
 }
 texture {
  pigment { colourmap }
 }
 texture {
  //gamma correct by filtering over itself, my scene uses assumed_gamma 1
  pigment { colourmap }
  normal { normalmap }
  finish {
   specular .3 roughness 1/300 //sharp highlight
  }
 }
 texture {
  pigment { rgb 0 transmit 1 }
  normal { normalmap }
  finish {
   //small-angle sheen, metallic on black material controls falloff of 
specular
   phong 1 phong_size 20 metallic 1
  }
 }
#end

This is still pretty early so I'd appreciate any and all comments :)
-- 
Tek
http://evilsuperbrain.com


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From: Thomas de Groot
Subject: Re: skin WIP
Date: 25 Nov 2005 08:33:06
Message: <43871292@news.povray.org>

It looks very good, although IMHO the skin is somewhat too red, like he were
blushing, or stayed in the sun too long, or just finished a marathon ;-)
Otherwise, there is great potential there.

Thomas


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From: PM 2Ring
Subject: Re: skin WIP
Date: 25 Nov 2005 09:25:01
Message: <web.43871e6956b083b52eef1b3b0@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote:

> Anyway, the one thing I can't get from daz is nice looking pov finish
> settings. So I've been playing with a variety of lighting and material
> setups to try and get a nice effect. The skin material uses Daz's normal and
> colour maps, in a rather elaborate 5-layer material.
>

> This is still pretty early so I'd appreciate any and all comments :)

It might be early, but it's still damn impressive, Tek.

I agree with Thomas, the skin is a little too red. And some of the skin
areas (eg the dark side of the neck) are too glossy. These two effects
combine to make him look a bit like he's made of wax.

A TV/movie makeup artist would put a lot of powder on such a shiny face
before letting it in front of the camera! :) Quick powdery effects in POV
can be done using transmit; I expect you'd rather avoid the speed penalty
of using media...

Another idea: I think his moustache & beard areas could be made more
prominent. Blue pigment is used by makeup artists to enhance the presence
of beard stubble.

I hope you find this feedback helpful.


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From: RobF
Subject: Re: skin WIP
Date: 27 Nov 2005 23:35:01
Message: <web.438a87ca56b083b529c50a910@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote:

>
> Anyway, the one thing I can't get from daz is nice looking pov finish
> settings. So I've been playing with a variety of lighting and material
> setups to try and get a nice effect.

I ran into a similar problem just a couple of weeks ago - the skin was
always washed out/too pale. After some playing around, I found that if I
render with an assumed_gamma of 2.2, it turns out much better.
Alternatively, you can change the gamma of the image_maps exported by
PoseRay.  In addition, I always get rid of all the phongs, ambient rgb
<0,0,0>, and reflections in the material.inc file exported by PoseRay.

I've attached my first success with this method.

>
> The most novel effect is fake sub-surface scattering, achieved by blending a
> red material with brilliance 1.5 and a cyan material with brilliance 2, then
> applying the colour map as a filter on top of that. The difference in
> brilliance values adds a slight red tint at small angles to the light, which
> looks sort of like the sub-surface behaviour of skin (and is way cheaper to
> render than doing it properly!).

Cool! I'd like to play around with your approach.

Rob.
www.fitzel.ca/dart/


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