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omg just answer the question
In RSL (3delight) it is certainly possible to combine two bumps into a new bump brick, but it's not something I have looked at in MDL (Iray).
Its definitely possible, you could either blend the textures, or add a second bump (there is an add bump node) but I wouldn't really want to do it to the Iray uber shader specifically, as the uber shader kind of breaks when you pull it into mixer (the new pbrskin shader on the other hand doesn't get messed up when you import it to shader mixer)
You might want to consider playing with the PBRSkin shader, since that's exactly what the Detail parameter is for.
Has anybody an idea, how to prevent PBR skins from looking too dark and too dry?
Paging @The Blurst of Times.
Playing around with iRay and UltraScenery then the idea came to me of a bold ant traveler.
I've enjoyed reading through this thread and seeing the options people are using for photorealism. For me 8.1 has been a huge jump but it is not always consistant across pbr skins and lighting.
This is my latest render, that started as a trial of using puppeteer to mix expressions, after seeing one of Jay's videos on YouTube, and ended with me continueing to build the render out.
I did some white balance and color correction in Photoshop.
My biggest issues on this one were the eyes and hair, whilst this version didn't match my original intention I was happy with the result. As others have mentioned hair is still a big issue but I've found by using hair shader packs can sometimes bring more realism.
Just a thought - What would be more interesting for you to work with:
(1) A Daz figure that accomplishes ultimate photo-realism in all lighting scenarios at a heavy processing cost; or
(2) A Daz figure that modestly reaches photo-realism in certain lighting scenarios at a low procesing cost.
1, always 1. I got an uber rig for what playing minesweeper?
Very good! Maybe play with the dual specular lobe to make it look like he's not sweating.
it happened spontaneously, I was just tired of waxing with him. Yes, maybe the shine needs to be removed a little)
Are you able to share full details of this?
I tried to dabble again in some realism.
I first created the morph in zbrush and made my own brushes for the skin pores. I painted the texture map in zbrush too. No photos were used. Still lots to tweak.
here is another one in different light.
The second one looks better. Very good job on the skin structure. It looks like it is easier to have realistic skin with IRAY, when using dark skin.
It's kind of hard to tell with the head camera and flat focal length. Maybe post some profile and angles so we can see a bit more of the depth?
When you are detailing things like pores in z, I take it those aren't exporting back to Daz in great detail due to the HD limitation?
I don't use HD but I use normal maps and if needed displacements. I don't like HD at all. Here are some quick screenshots from side and 3/4th view.
The detailing are done by hand, no surface scans, because i can do that. I made my own pore, pimple and wrinkle brushes. I also make use of sculpting second and tertiary forms. Everything is made in HD mode in zbrush to get the maxium result. The albedo map is not done yet but is coming along nicely I think for now.I also included the flat albedo map.
Are you sure you should be using normals and not bump maps? I find normals screw with the specular if not used modestly. I can definantly see the pores you added via normals, and it's creating a lot of shine that I personally believe should be controlled by dual lobe specular and gloss. But that's what you would get with lots of normal micro patterns as your gradient fall off for depth and height scatters the bounce.
If people want to acheive half measures then direct them to Eevee/Blender
But then again 95% of people rendering in Daz clearly have no idea how to use Daz above 10% of its potential. I guess you can blame half of that due to lack of proper documentation but also the digusting greed based culture that is connected to this software.
Ouch, shots fired!
I actually blame the over-abundance/reliance of/on pre-made assets, (Which is a good thing as that is what's financing Daz!) don't get me wrong, it is not a question of artistic talent in the least, but more of convenience as most people here are adults with less time on their hands... but there are plenty of people here in this thread that have dug quite deep into DS in spite of the ignorant lack of proper documentation, not to mention scores of others that don't frequent the forums or Daz itself!
I like this older lady picture a lot, however it still suffers the same normal weirdness as the dark skinned girl. To me I see a clammy skin when overusing normals, that's an artifact of Daz mostly. If that's what you want, cool. But bumps and normals are not the same thing. With the less direct hdr sure you don't suffer the shine, but more direct lighting will cause it because that's what normals do.
A perfect example is take a look at the light on the bridge of the nose from both of the head on images of the dark skinned girl above.
I do like daz because it's a hell of a lot easier to setup scenes then anything else. It can however be overwhelming, and I still come across features in the software I didn't know about. I do wish we had a rendering system more like cycles for sure and maybe one day we'll get that. But there is also a ton one can do in post work. But there is pretty much everything here under one hood with Daz to do just about anything one wants. The camera systems, to hdr maps to IES lighting, to build your own shader. It's a bad ass piece of software for being free. My only huge gripe is the artificial restriction to HD editing. Also how vertex normals are ignored when importing objs.
Me too, it's the very reason why I have pretty much abandoned poser!
It's as if I finally took off the boxing gloves needed in order to use that software, its archaic interface runs counter to learning anything new along with true customize-ability as with DS, you don't even have proper mouse navigation, as you're still stuck moving around the scene with virtual levers with the insanely pointless 100k limits with character morphs!
Although I will credit it with an excellent character development suite, animation/dynamic cloth support, and most importantly a comprehensive manual detailing everything about the program; the major issues I have are with the interface, limited customization, mediocre rendering engine, (Great for stylized renders though) and it doesn't support the genesis generations!