skin shading specular problem

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4 comments, last by rouncer 10 years ago

Ive got a problem.

Heres the mental ray tutorial for skin shading by Zap Anderson.

1381829_10202590644902348_802248453_n.jp

and heres my one, theres something wrong with the specular... (excuse the mutations, its only a quick model) i was wondering if anyone knew,

1794771_10202590647062402_1903145635_n.j

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i increased fall off to maximum, and its closer, just its a little too grainy looking...

1508997_10202590781345759_483819076_n.jp

actually, i think ive got it, i was thinking maybe i had to turn glossy reflections on, but i dont think you need them.

10150765_10202591461562764_1844208698_n.

I actually think the first one is the closest to correct; it's definitely a bit too shiny, but the alternative, of not being shiny at all, is much less accurate. The bottom one, in fact, looks much more like a very porous stone than skin (ignoring also the fact that the color is also pretty weird) The specular power and intensity should be modulated along the surface, as some parts of a real face are much more shiny/oily than others.

The other thing that seems way off is the scale for the subsurface scattering. The light seems to be penetrating in far, far too deeply

-~-The Cow of Darkness-~-

yeh u got, i just worked it out, took me so long to know how to use specular properly...

i think ill leave it here, now ill get onto getting it working realtime... but god... its so uncanny... realism is just too much of a pain.

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my next crazy idea is realtime modelling on scattered portraits.

its crazy, cause i know everyone will disagree, but... im just sick and tired of modelling one thing and rendering another,

and thats what happens when the "cheap realo" goes on it.

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