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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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Attachments:
Download 'skintest.jpg' (82 KB)
Preview of image 'skintest.jpg'
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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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"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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"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/
Post a reply to this message
Attachments:
Download 'london_gamma2.2.jpg' (33 KB)
Preview of image 'london_gamma2.2.jpg'
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