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highStrangeness — Blender Cycles render test: SSS shader...

#3d #blender #cycles #daz #female #realistic #render #subsurfacescattering #photorealism
Published: 2017-05-13 02:04:02 +0000 UTC; Views: 3971; Favourites: 7; Downloads: 48
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Description Finally, I think I am closer to nailing down photorealism in Blender.  After a disappointing first attempt at rendering Daz characters with a subsurface scattering shader setup, I tried massively boosting the contrast and detail in the textures, bump, and normal maps, and this is the result.  The model went from a flat, somewhat plastic-looking figure to this.  I think I could improve it, but it's a hell of a lot better than this:



The character is Adaline, from FWSA, available on Daz3d.com.  Rendered with Blender 2.78c, in Cycles @ 512 samples.  Render time was about 3 minutes.
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Comments: 13

Artemglad [2022-09-30 13:01:06 +0000 UTC]

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Ji-Nero-Kendrick [2017-05-13 02:47:15 +0000 UTC]

Yeah, your SSS look really good. I Definitely agree, it's pretty difficult to get it to look good with every shot in blender, you almost have to change settings constantly. lol

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highStrangeness In reply to Ji-Nero-Kendrick [2017-05-13 04:23:25 +0000 UTC]

I think this setup is good enough for the sort of work I want to do, but I was hoping for somewhat better results.  Still, I'll try other shaders and see what I can come up with...  Maybe some other shader setup is better.

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Ji-Nero-Kendrick In reply to highStrangeness [2017-05-13 06:08:14 +0000 UTC]

Have you tried the tri-layer setup? I know it's a bit time consuming but I've seen it give good results. Kent Trammell did a tut on Cg Cookie's youtube "Realistic Portrait Series" though it applies to the internal engine, it should work in cycles too. I use an ubershader I created but it's basically is just an SSS node with fresnel. Which isn't the most realistic either.

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highStrangeness In reply to Ji-Nero-Kendrick [2017-05-13 06:28:06 +0000 UTC]

It's a 3-layer setup, actually.  I was using the CGBlender shader, with a diffuse image, subsurface scattering image, and normal image.  The Adaline character came with all three, but I needed to boost the detail level in Darktable with the equalizer, to get that effect.  It worked very well.  I only modified the head and torso textures though, so I'm going to need to apply the modifications to all the textures... which isn't difficult in Darktable...

I've been watching some of the long hair tutorials from CGCookie, also... rendering hair is something I'm new to, as well.

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Ji-Nero-Kendrick In reply to highStrangeness [2017-05-13 06:51:55 +0000 UTC]

Yeah, Hair rendering is a completely different beast. material setup for it can be pretty easy though. I'm not sure if the subsurface scattering image is enough to achieve the look you want. if you want you could turn your diffuse layer into your subdermal and epidermal layers to add to your shader if that not in you setup all ready.

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highStrangeness In reply to Ji-Nero-Kendrick [2017-05-13 07:13:36 +0000 UTC]

Yeah, it's complex... but at least once I get a working hair model, I can reuse it, or at least modify it to suit my needs.  I just started with rendering skin and trying to model hair, though I've been working in Blender for a while now... this really is a different beast, though, as you said...

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Ji-Nero-Kendrick In reply to highStrangeness [2017-05-13 07:23:22 +0000 UTC]

Don't worry, the shading part is the fun part, at least for me. rigging, shape keys, and drivers setup has got to be the most tedious thing ever. Do you prefer mesh modelled hair or particle hair? both tend required a good bit of time.

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highStrangeness In reply to Ji-Nero-Kendrick [2017-05-13 07:38:32 +0000 UTC]

Oh I agree on that... rigging is tedious, and when I exported figures from Daz to Blender, they wouldn't rig -- I kept getting a bone heat error. Someone at the Daz3d forums said Blender has a problem because of the fingernails and other attached geometries, apparently.

I've never modeled hair at all until the last few days... I'm trying the particle system, since the seems to be the best way to go about it, though it's tedious, that much is for sure.

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Ji-Nero-Kendrick In reply to highStrangeness [2017-05-13 07:55:53 +0000 UTC]

Yeah Daz has some really well made models and the rigs within it works really well, too bad to hear that you have to rerig such well weighted rigs. And yea particle hair is time consuming I only wish there was a better way to animate it.

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highStrangeness In reply to Ji-Nero-Kendrick [2017-05-13 08:07:20 +0000 UTC]

Some of the models are really nice, and there's a large community of artists and vendors... quality varies though, but some are outstanding.  Adaline's textures needed boosting though.  And, I wish there was a more automated way to do hair modeling.  It would be nice if Blender had some better way of doing things like that...

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Ji-Nero-Kendrick In reply to highStrangeness [2017-05-13 08:18:26 +0000 UTC]

Well, good luck on learning the hair set up and finding the settings you want. Hopefully it won't be too stressful.

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highStrangeness In reply to Ji-Nero-Kendrick [2017-05-13 13:44:58 +0000 UTC]

Thanks, I appreciate it...

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