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Old 31-07-2017, 11:29 AM   #801
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I do.
Results are pretty good now here, takes a little time to change from ALShader over to the new A5 Standard Surface, but it works.
I will post some results later, maybe this week.
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Old 01-08-2017, 02:25 AM   #802
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Curly hair Emily

New work on Emily (WikiHumanProject), this time to develop a realistic skin & hair-setup with the new Arnold 5 Standard Surface Shader along with the new Standard hair Shader.
Hair and Groom is made with ZBrush Fibermesh.

Hair shading needs some overwork, especially on the spec amount.





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Old 02-08-2017, 01:28 AM   #803
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mike is also a great example of the wiki human...
https://www.fxguide.com/featured/real-time-mike/
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Old 27-08-2017, 09:58 AM   #804
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Nice result....

Last edited by RezaNiasari; 03-09-2017 at 09:15 AM.
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Old 14-09-2017, 10:55 PM   #805
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Hi guys,

I am trying to get my animated character working in UE4 and I am devastated for your help.

UE4 is amazing but there are quite a few problems for me to overcome. Shadow and light in particular is the hardest for me to control. As you can see below there is no shadow casting inside of nostrals. The light seems percing though the nose for some reason.

I checked out a few tutorials so far the only solution I got is turn on the ''contact shadow length'' in the light details.
https://s20.postimg.org/cpm6rzsrx/20170914162213.png
When the character moves the edge of the shadow around the nose is always flickering and becoming quite noisy when the camera is pulling away. Nothing changes with higher lod detail or the shadow resolution scale.
And as you can see below the shadow just not right. It feels like a solide geometry masking light from coming through, feeling really cheap. That straight shadow line just look incorrect.
https://s20.postimg.org/l95kpr14d/20170914162302.png

What your solution on dynamic shadows in ue4? Any help will be much much appreiciated.

Thank you in advance.
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Old 20-09-2017, 02:55 AM   #806
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Hey man! I'm trying UE4 too.
I'd like to ask you guys if everyone knows this:

Hello! I was wondering is there's any way of creating a secondary specular using the skin shader provided by the "photorealistic Human" Project. I see at the end of the shader a Material Blend, so i thought it was possible, but it seems i cannot create the right material function to add a secondary spec to the skin. Also i was wondering if there's any way to create translucency/backscatter Effect within UE4. Thanks a lot Edo.

Basically if thre's any way to crete a secondary specular lobe in ue4 through material layering and if there's a way to create back scatter translucency
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Old 22-09-2017, 01:48 AM   #807
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Quote:
Originally Posted by Bob3636 View Post
Hey man! I'm trying UE4 too.
I'd like to ask you guys if everyone knows this:

Hello! I was wondering is there's any way of creating a secondary specular using the skin shader provided by the "photorealistic Human" Project. I see at the end of the shader a Material Blend, so i thought it was possible, but it seems i cannot create the right material function to add a secondary spec to the skin. Also i was wondering if there's any way to create translucency/backscatter Effect within UE4. Thanks a lot Edo.

Basically if thre's any way to crete a secondary specular lobe in ue4 through material layering and if there's a way to create back scatter translucency
Glad to see someone working on it too.

The secondary one must have musk pluged in the MatLayerBlend_Standard node as far as I know. And to my understanding, UE4's material isn't actucally blending two different materials like vray or arnold but blending two sets of the same material with different nodes and textures. (correct me if I am wrong) I did achieve two different specular using just one material by musking without even using the blending fuction. You can try using your macro-facet map as a mask as a start.

As to the backscatter fuction I guess we just have to wait as no one would release it for free
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Old 23-09-2017, 02:05 AM   #808
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let's see. For now i find marmoset i get more option and is easier to use. Also ue4 hair shader acts kinda funny
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Old 25-09-2017, 11:36 AM   #809
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Dymonk_lower the shadow bias on your lights
Bob3636_you can fake the back scatter with emmisive texture
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Old 25-09-2017, 12:10 PM   #810
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Thaks a lot master Lukas
At this point it gets a little bit too technical for me i guess. I've been able to experiment a little bit with official shader from unreal (paragon one) but still not really sure if it is the right direction.
it has some micro maps control which is cool, but it does so much stuff under the hood wich i'm not really sure what is it.
i'll keep it mind though, togheter with all the other good tips you shared.
Thanks
Edo.
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