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Old 09-01-2017, 08:28 AM   #771
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Hiya Ralf. Thanks for the feedback. Yes the arms are a bit jelly, a map on the MFP would help, and reducing the scale overall brings more pore detail on some other renders. The models been on a bit of a merry go round from TEN24 scan>conforming my animation mesh to the scan in topogun>project scan to conformed mesh in mudbox>transfer conformed mesh detail to symmetrical animation mesh again in mudbox. So its probably lost some detail, still WIP. The aim was just to transfer the pore detail from a scan onto my generic animation mesh, testing the workflow. I bought the xyz textures for female face before xmas and planning to do the face at least in better detail when I get round to it. I might buy the xyz skin pack if the face turns out OK and revisit the body sculpting and specular mapping later
Quite pleased with the pxrSurface shader though
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Last edited by tonytrout; 09-01-2017 at 08:49 AM.
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Old 11-01-2017, 03:04 AM   #772
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Hi guys,

The redshift 2.0 and above version claims they have the "alSurface support – Access full support for the Arnold shader without having to port settings". I got so excited when I saw this on their website and then rebuilt my character in redshift immediately. So far the speed is real fast but the quality is no match for Alsurface in Vray or Arnold. The whole renderer seems to have a plastic or game-like feel. Maybe it's due to GPU renderer's nature but I am not sure.

Anyone tried it yet? I am just suspicious about this Alsurface feature in redshift.
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Old 12-01-2017, 12:03 AM   #773
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the alsurface shader in redshift does not support sss...
and it does only translate the shader into the redshift material...
its not a port like the one in vray... its a translator...

and there is no raytraced ss in redshift... its on the todo list...
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Old 12-01-2017, 02:29 PM   #774
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Thank you Oglu! I was still trying yo match the quality when I read your message. Lots of misleading and false infor out there.

back to vray now.
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Old 06-02-2017, 08:21 AM   #775
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UE4
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Old 07-02-2017, 05:15 AM   #776
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Very impressed with this level of fidelity Lukas. Would you be able to explain a bit more in depth about what it takes to get this level of skin detail? I've been reading it was achieved using face scans which im assuming are similiar to Jeremys XYZ maps.
How are you setting up the shading? Is the scan data being used in the reflection or is that nice breakup all coming from displacement?
Very cool
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Old 07-02-2017, 07:12 AM   #777
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Thanks Chris

the skin detailing techinque is something im using for all the digital doubles i work on.
unlike using texyz or surface mimic face displacements, i need the skin structure to be unique for every character in order to get a close match

it doesnt require special technology or light arrays if thats what you meant.
its just about the technique. and right now im not ready to disclose the process, sorry for keeping it a secret

the UE4 skin shader is the subsurface profile one. it has limitations but has a really good sss, even tho the backscatter isnt working yet and it has just one spec lobe
the ref breakup comes mostly from displacement (normal map in the last UE4 case) but there are ofc maps used in the reflectance to control the spec inside the occluded parts of the pores and skin folds
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Old 08-02-2017, 06:09 AM   #778
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Top work as always lukas ^^
Definitely you got the best skin shading + pore/surfacce details technique i've seen till now
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Old 12-02-2017, 09:16 PM   #779
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Really breathtaking. I try to get good results with alSurface and Vray in Cinema4D, but I'm far away from your quality. I understand, why you keep it secret for now, because I believe that a lot of work went into this. I really would like to know more, but this is nevertheless highly inspiring!
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Old 14-02-2017, 06:46 AM   #780
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Thanks guys

yesterday i updated the skin shader for this girl, here are some new snapshots of her. this one is also UE4


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