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7:34 am August 31, 2010
| Solnoid
| | Colorado Springs | |
| Member | posts 55 | |
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So, I've been playing with this for a while now (read: more than a day, but less than 3 days), and I've figured a few things out. Thanks to Paolo for this fun little tool, and thanks to the LuxRender Developers. I just watched Paolo's new videos on glossiness, and I have come up with a quick way to adjust the skin settings to something that will not look ridiculously glossy on V4.
First, after loading V4 and applying whatever skin you want (i.e., from RebelMommy, Illusions Designs, V4 Elite, a DMR skin or what have you), load up Reality and select 1_SkinFace. It doesn't actually matter which V4 part you select, so long as it is a skin surface. Adjust the Specular color to something below 20 20 20. Lower is better. The specular setting seems to affect the reflection on the surface. Closer to pure black, less reflection. Then set the Glossiness slider to something below 50. Lower is better. Higher, and you will start to have "hot spots" which will look like fireflies.
Once this is done, right-click on the skin surface you just changed in the list and select "Copy". Then, paste (by right-clicking. I couldn't get CTRL-V to actually paste on my machine, but YMMV) onto each skin surface. Don't paste onto anything with a different diffusion setting, as this WILL over-write the diffusion color. It will NOT (as Paolo confirms in the videos) over-write the texture itself.
Then locate anything you want to change the glossiness of such as the fingernails, and do something similar. Play around with it. I was able to take the Kay texture (which seems to have the specular and glossiness settings nice and low already) and adjust the color of the lip by changing the diffuse color to get red lips real easy.
I'll be playing with this to see if I can get a "wet skin" that looks like wet skin (as opposed to shiny skin) and I will post some settings when I find it. maybe I can use a specular map…
Now, I just want to figure out the glossiness settings for Satin…
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7:57 am August 31, 2010
| Pret-A-3D
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Thank you for the great write up!
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7:21 pm August 31, 2010
| ralvision
| | USA | |
| Member | posts 15 | 
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Thank's Solnoid, helpful indeed.
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"Simple is Beautiful"~Mec4D
"Live in rooms full of light" ~Cornelius Celsus
"In the right light, at the right time, everything is extraordinary"~Aaron Rose
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8:03 am September 11, 2010
| Pakmule
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| New Member | posts 2 | |
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Awesome writeup! I was trying to do ctrl-c and ctl-v and it wasn't working so I ended up doing each surface individually.
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12:40 pm September 11, 2010
| Solnoid
| | Colorado Springs | |
| Member | posts 55 | |
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Pakmule said:
Awesome writeup! I was trying to do ctrl-c and ctl-v and it wasn't working so I ended up doing each surface individually.
Yeah, I've never gotten either to work with the Reality Materials, but right-clicking works every time. Provided the material being copied is the same type as the one being copied to (i.e., glossy to glossy. Glossy to metal or any other material does not work).
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1:49 pm September 11, 2010
| maddoctor
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Post edited 1:50 pm – September 11, 2010 by maddoctor
If you use a specular close to black and glossiness value below 50 won't that make the surface equal to having the "Matte" setting? I mean it's almost as if you disable the glossiness.
Forgive me if t's a newbie question
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3:24 pm September 11, 2010
| Pret-A-3D
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maddoctor said:
If you use a specular close to black and glossiness value below 50 won't that make the surface equal to having the "Matte" setting? I mean it's almost as if you disable the glossiness.
Not necessarily. That's because glossiness in Lux, and therefor in Reality, is an exponential value, not linear. So, 50 can be pretty glossy, depending on the value of the specular color.
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6:22 am September 15, 2010
| syndaryl
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Setting glossy to one, and Skin specular colour to a value in the 8-10 range produces an effect that can look fairly matte under dimmer area lights, but with a bright small-point source (like sunlight) the difference is still visible without being overwhelming.
If I don't have a specular map for the character, I use the above settings. But it's almost always better to steal specular maps from another character than to have no specular maps at all (I usually use the base V4 and M4 specular maps).
I made some DS presets to apply just the specular maps and settings for rendering in 3DLight after I started noticing the difference in results – I'm waiting until 1.01 comes out before creating a new set of presets for Reality though. There's no point in fussing with the Glossy setting and specular colour if the way Reality reads those is going to change in a week ;)
If I DO have a specular map, I turn specular colour up to something in the 25-45 range and bump up Glossy to 3ish – with the specular maps I can get a proper sheen on the forhead and bridge of the nose without getting the same sheen on the cheaks or arms (the nose and forehead are slightly more oily so they sheen more).
For lips with lip gloss or lipstick, I push the Glossy in Reality up to 10ish and the specular colour value to 64 – tint as appropriate.
Right now I can't get Reality to read a Studio Glossiness value and come out with a number below about 100 so I'm waiting for 1.01 before I find out what values I need in Studio. I'll put out a .dsa freebie to tweak characters settings to whatever "good defaults" I settle on then, cuz it's just handy ;)
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7:21 am September 16, 2010
| Solnoid
| | Colorado Springs | |
| Member | posts 55 | |
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syndaryl said:
Right now I can't get Reality to read a Studio Glossiness value and come out with a number below about 100 so I'm waiting for 1.01 before I find out what values I need in Studio. I'll put out a .dsa freebie to tweak characters settings to whatever "good defaults" I settle on then, cuz it's just handy ;)
Try typing a decimal value into the Glossiness settings on the Surfaces tab. Once you go under 1, it usually ends up being somewhere under 100 in Reality, from what I've seen.
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4:19 am November 12, 2010
| RandallLloyd
| | Nashville, TN | |
| Member | posts 13 | 
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Is there a fix for the SSS causing light eyebrows and washed out detail?
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8:11 am November 12, 2010
| Pret-A-3D
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RandallLloyd said:
Is there a fix for the SSS causing light eyebrows and washed out detail?
Version 1.2 will introduce a new ski. Shader that doesn't show that problem.
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2:39 pm November 12, 2010
| RandallLloyd
| | Nashville, TN | |
| Member | posts 13 | 
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Pret-A-3D said:
RandallLloyd said:
Is there a fix for the SSS causing light eyebrows and washed out detail?
Version 1.2 will introduce a new ski. Shader that doesn't show that problem.
::sigh:: so now im back to eagerly waiting for 1.2 LOL
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6:30 pm April 2, 2011
| louvette
| | Australia | |
| Member | posts 3 | |
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Would the suggested skin settings posted here (i.e. the specular colour and glossiness strength) still apply in 1.2? In the v1.2 User's Guide it says with Glossiness/Specular that "Where in version 1.01 you could easily keep this value around 5 or 10, now increasing to 5,000 or 7,000 will lead to excellent results." So whereas previously I only had the glossiness strength at around 50, I can now increase to around 5,000 – 7,000?
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7:53 pm April 2, 2011
| Pret-A-3D
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That's correct, the values of glossiness have completely changed from 1.0x to 1.2.
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12:30 am November 8, 2011
| laurahill
| | USA | |
| New Member | posts 1 | |
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very nice write up!!Thanks alot for sharing this write up!! helpful post.
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6:58 pm December 30, 2011
| rembrandtsmiles
| | Middle England | |
| Member | posts 98 | |
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Nice tips and I agree that using a grey shade for specular works well in most cases.
Skin is an interesting material and possibly one of the hardest for us amateurs to emulate. Personally I don't like too much glossiness on my skins unless the character is enganged in something physical. There are of course other times when it's needed.
Attached is a bit of a cheat done as an experiement. There are two M4's in the scene. One placed inside the other and shrunk ever so slightly so that it's just below the surface. Skin face on the outer one was set at 90% opacity. Skin face on the inner one was given a red hue. This, I hoped, would add a bit of randomness to the final pixel colour due to the light penetrating the outser skin at different angles. I also wanted a softer looking skin.
If you're ever thinking about doing close ups of skin you'll also have to consider using bump maps to break up those expanses of slightly shiny skin.
It also helps to start with a good detailed base skin texture too 
 
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7:51 pm December 30, 2011
| Pret-A-3D
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Impressive result. Thank you for sharing the technique.
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4:02 am December 31, 2011
| rembrandtsmiles
| | Middle England | |
| Member | posts 98 | |
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Thanks Paolo. I meant to add that it was rendered using your softbox as the sole light. It's my 'go to' light for a lot of renders because it makes it so easy to control how soft the shadows are and gives a nice light all over.
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2:11 am February 23, 2012
| stevesmith856
| | New York | |
| New Member | posts 1 | |
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Hi,
Thanks for sharing .. Really very much informative..
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6:42 pm February 25, 2012
| rembrandtsmiles
| | Middle England | |
| Member | posts 98 | |
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If you were commenting on my words, then thanks Steve, and you're most welcome.
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