Chaos Corona Forum
General Category => Gallery => Work in Progress/Tests => Topic started by: plopalou on 2015-12-11, 16:40:02
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Hey everyone!
I'm a hobbyist 3D artist working in the mobile game industry. I haven't done any real 3D in almost 3 years I've been mostly involved with realtime mobile game graphics... but now it's time to get back in business. This thread will be mainly for Corona / Max SSS tests etc. Currently I'm using the trial version of Corona and I'm loving every minute of it ;)
Let's start with some test renders with the Eisko head. There is some wonky things happening in some areas because of the geometry and refraction. Also some of the textures are not gamma corrected properly so there might some strange values. The HDR is from sIBL archive. I hope u like it.
The render is straight up raw. No post processing etc. The render time is about 48h because I accidentally left the computer on. :)
edit. swapped thumbnail edit2. swapped thumbnail again. edit3. swapped thumb.
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Some eye shader tests. Definately not 100% physically accurate, but it gets the job done. Also I'm noticing that there is some weirdness going on how to Scattering handles bump maps, but I'm not 100% sure what's wrong with it. Hmm...
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Sorry for the spam. :) Some few days old test renders of my really really old character dug from the grave... The mesh is basically imported from Zbrush (no proper displacement maps) so it might look kinda blurry. The shader has few mix layers + layer masks.
I've never had the possibility to try out hair rendering because of my wooden computer back home. Corona seems fairly fast rendering hair and I don't need to use shadow maps anymore so I'm quite excited what I can do with it.
(http://i.imgur.com/Cwllj5B.jpg)
(http://i.imgur.com/3ycpP1F.jpg)
(http://i.imgur.com/n5TisXm.jpg)
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I reworked the highpoly model and added a proper normal map (4k) from 21mil polys or so... It didn't add that much difference so probably I'm going to leave it there. It's an old model so... Also did some minor tweaks to the diffuse map. It's really hard to get that nice backs scatter bleeding with the current material. One option is the lower the opacity, but it also creates weird shading glitches with the geometry. Also you could use a falloff map, but it feels like just a hack.
The helmet is done in substance painter.
(http://i.imgur.com/dCZWQe3.jpg)
(http://i.imgur.com/6nnRr8C.jpg)
(http://i.imgur.com/mGDNPnC.jpg)
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Spam like this is welcome. :)
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Thanks Maru for popping by. :) Here are some test renders from yesterday. I'm modeling the armor + fur today and doing some more render tests with the skin shader... not having that much luck with the the back scatter bleeding though.
(http://i.imgur.com/5nYvh9K.jpg)
I'm kinda feeling tired with this project... oh well I guess I gotta finish this.
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Your SSS does not look very SSS-ey :) If you could post your material setup, maybe we could help you improve it ;)
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Sure. I accidentally messed up my hair material and the hair turned out white. I think it looks kinda funny. :)
(http://i.imgur.com/n2cLQz6.jpg)
(http://i.imgur.com/9ogNHV3.jpg)
The material has some additional layers such as an additional spec layer with high fresnel values to get secondary specularity + and one for the face paint etc. I've found out that turning off the refraction doesn't make that difference. I hope you can help! :)
edit. accidentally posted wrong shader
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I adjusted the skin shader a bit. It should have more strong SSS effect to it. It still looks kinda waxy. The weird stuff going around the eye is because of the "wetness" object. It's a piece of geometry that has a material close to water applied to it.
(http://i.imgur.com/OY0IdVL.jpg)
(http://i.imgur.com/IjBFPPy.jpg)
Also I made some armour today with Zbrush and nanomesh :) I'll post those soon!
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Spammity spam! Last post for today. I hope you enjoy :)
The errors on the beard are probably due to volume scattering + opacity.
The lower img has too little diffuse level and too much translucency. Also the scattering distance might be too high. I hope I can finish this before christmas... *sigh*
(http://i.imgur.com/VuuOBYV.jpg)
(http://i.imgur.com/lVepQvI.jpg)
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Okay, try following:
Set translucency fraction to 0.9
Set translucency color to 100% white
Turn off refraction (refraction level 0)
Instance your diffuse map inside of scattering color slot (the one which is currently red)
You may have to adjust absorption distance after all the steps to nail it. cause if your head is up to real scale, 0.43cm may be too much.
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Thanks Rawalanche!
I noticed that it is also better to plugin the diffuse map to absorption slot because it everything that penetrates the head geometry creates this strange halo yellowish (from absorption) around it example the eye wetness or the helmet. I'll post an example soonish. In the mean time here is a metal skull pendant made with substance painter... which you won't even notice under his beard. :P
(http://i.imgur.com/ssvJOhL.jpg)
I've tried quite a lot of experimentation with substance painter and Corona integration and currently it isn't just plug and play. You need quite a lot of manual curves to get it to work. Also the presets for the reflection color are wrong.
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I'll continue my monologue. :) Small update:
Did some changes to the bone material added few leather strips and some tweaks to the skin material.
Also added Corona sun to get some shadows.
The skin scatter radius is kinda low atm, 0,34cm but I'm aiming for a dry skin look.
Hmm I might also replace the checker pattern from the helmet since it looks kinda weird. After those I will probably call this finished.
It would be really nice to get more control for the hair. The fade tip doesn't work which means that all of the hairs have a strange dark error at the end if you are using opacity. Also I'm using volume scatter for the hair. I'm not sure that's the right way to go? :)
(http://i.imgur.com/swal9fc.jpg)
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Quick update!
Some new test renders. Kitbashed a body. :P
(http://i.imgur.com/fice0ZX.jpg)
(http://i.imgur.com/x0DwcJn.jpg)
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Update:
Fixed hair Removed opacity, volumetrics
Textured body (90%) finished
Added an axe, unified material IORs etc
(http://i.imgur.com/vp2t1E8.jpg)
(http://i.imgur.com/GlVyQzh.jpg)
Rendering with Corona feels like cheating... everything is so effortless. ;) I'll might release the whole scene for free when this is finished for all Corona users. The scene cleanup might be too time consuming.
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Small update:
(http://i.imgur.com/Kh2W9Rw.jpg)
Looks like the volumetrics shader doesn't calculate normal maps properly. I'm getting weird black spots on the skin.
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Looks like the volumetrics shader doesn't calculate normal maps properly. I'm getting weird black spots on the skin.
Can you mark the places in the image?
Are you using "single bounce only" option?
Can you show your material setup where this happens?
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Thanks for the quick reply Maru. I'll try to some additional tests to pin point out where it happens so it isn't just wild guesses ex. disable the diffuse / gloss / spec layers. I'm not using single bounce. I first thought that it was because of a body hair layer that I previously did some tests on. On the image that posted it happens on the chest and arm pit areas. Normal map was my first guess, because its strongest on those areas.
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This is what I wanna try out next with Corona. I hope I can this viking crap project asap. I really wanna render more simple cartoony stuff :) These are just SShots / renders from Zbrush.
(http://i.imgur.com/i3PrhnE.jpg)
(http://i.imgur.com/BHYLJ9u.jpg)
(http://i.imgur.com/A6mhi9L.jpg)
The penguin design is based on a sketch done by my friend Javier Burgos.
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I've been mostly spending my time in Zbrush and finishing up the accessories on the viking model. Actually everything is more or less done in the modeling / UV depart and next I have to take it substance painter for textures... in the meanwhile here are quick renders of the Eisko scan.
(http://i.imgur.com/U5MNGw0.jpg)
(http://i.imgur.com/qi9999o.jpg)
The SSS shader is great, but it's quite hard to control. The most annoying part is the white halo that comes from the translucency component. Everything that penetrates the head geometry creates this effect ex. a wetness geometry around the eyes. I've tried to mask it with an additional color correction layer, but you can still see it under the eyes. You can also try to copy the diffuse to the translucency color and it fixes the issue, but I'm not sure if it's the correct way of using the shader.
maru: There is a possible bug with the translucency + normal maps and CoronaLayeredMtl and it's probably causing the darkness in the skin. If you use a material with translucency fraction of 1,0 and some Absorption and Scattering + normal map and try to blend it with another material you will get dark artifacts from the normal map.
Create a CoronaLayeredMtl and copy the main material to a layered slot (0) and set the blending amount to 10% (doesn't matter how much the blend amount is). If you disable the normal map the artifacts disappear. I'm quite sure it's the normal map whats causing the effect. I can do a proper bug report if you want + screen shots. This thread is probably not the right place for it. :) It's quite annoying since I can't create a secondary spec for the skin material currently. :(
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Another test from yesterday. The data is from digital emily project.
(http://i.imgur.com/l1exHYO.jpg)
The hair is... umm... yeah. :)
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Man, your models and textures are great, but lighting is plain awful. And most of your pictures are way too underexposed. You should improve that and i'm pretty sure, your topic will draw a lot more attention then.
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yes i agree with romullus, your textures and models are perfect..
can you share the last skin general details of the texture ? did you use sss, etc.. i will be very happy to learn! Keep sharing them
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romullus: Agreed. I'll try to focus more on quality rather than quantity. :) Especially those last few renders I posted look terrible. I'm currently just chilling around and testing how the SSS shader works with HDR mapped environment. I'm not too serious with my rendering work. :) I'm not having any luck getting good renders with corona lights... the scattering looks so weak, waxy. Hmpf.
selant: I'll happily help you with the SSS shader. I'll probably have time next to write you something.
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Are you using good HDRi ? Judging from the exposure difference between background and model, and overall lack of any ligh direction, it almost looks like you use LDR instead.
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Juraj_Talcik: I'm using HDRs from noevermotionhdrs.net. They should be ok right? I love your work. :) Thank you for visiting my thread. I really appreciate it!
Here are some better renders with better contrast + lighting from last week. The render times are about 30-60min. I added some chromatic aberration in photoshop + saturation. Other than that they only have some basic exposure tweaks. I've also tried to experiment rendering hair... I hope I can post those soonish. The shader now has only one specular layer (broad) since sometimes I'm getting weird errors with the normal maps and CoronaLayeredMtl.
(http://i.imgur.com/mLXV207.jpg)
(http://i.imgur.com/tsU4U2J.jpg)
(http://i.imgur.com/nMr7Kua.jpg)
(http://i.imgur.com/jUCpGY3.jpg)
(http://i.imgur.com/BcyjRNT.jpg)
(http://i.imgur.com/4JKLYQH.jpg)
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I'm using HDRs from noevermotionhdrs.net
Are you sure this is the right address? ;)
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They should be ok right?
They're ok...but they're not really "true" HDRi. They're pretty clamped, intentionally, they use them with additional key-lights. NoEmotion are the very best guys out there, but they're also old-school and have different methods :- )
If you want to use ONLY HDRi, and also have strong lighting from it, not only ambient, you need to use different. There are many cheap and high-end sources.
Here is one absolutely bomb, 10 euros for non-commercial, and it includes 60 different HDRis. All wide-range.
http://www.panocapture.com/product/general-hdri-collection/
(http://www.panocapture.com/pano/NewSM/Images/MAleRetop4_Warehouse_d.jpg)
I'm using HDRs from noevermotionhdrs.net
Are you sure this is the right address? ;)
:- D Sounds like a good rule to work by.
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maru: Heh... That typo was ehhm... a freudian slip i guess? Don't tell anyone :)
With mental ray I used HDRIs just to get reflections + indirect lighting. The main light source was always a photometric light(s) + skylight, rayswitchers, background blur, overrides etc... I hated doing it.
I've noticed that most of the HDRIs from ahem.. noemotion :) give very soft ambient light with little or no shadows. I'll try adding an additional corona key-light and see how it looks. Of course it takes time to set it up right so that light has correct light intensity, position so that it matches the HDRi. The other reason I haven't used them because they don't look that good with SSS. I can't clearly pin point what's wrong with them, but the scattering looks artificial, waxy always when I add them. Should I use the shadowcatcher illuminator option with them?
Thanks for the tip on the panocapture HDRi. I'll definately test out those.
I'll post some new tests from yesterday later today.
Here is a render of the glitch I'm getting with NormalMaps and CoronaLayeredMtl that I explained earlier.
(http://i.imgur.com/JI1T8aP.jpg)
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Could you provide me with a sample scene where this bug appears? It could be a teapot + some random normal map, or even empty normal map and I would load something myself.
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maru: Sure. Here you go.
(http://i.imgur.com/B56avTg.jpg)
Both materials have 2 material blends.
The left one has normal maps disabled and blend amount is 1,0
The right one has normal maps enabled and blend amount is 1,0
I also noticed that if you disable the normal map from the base material the bug disappears. It doesn't matter if you add more blend materials with normal maps if you do so.
edit. typos and clarification
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Thanks! I'm not sure if it's a bug or something expected, but it looks wrong, so I will log it.
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maru: Ok thanks!
Here are some new tests. Added a few props just to see how the SSS works with different materials. You can see some white haloing around the eyes that comes from the translucency color. You can fix this by creating an additional color map... but it looks a bit weird since it darkens the scattering around the eyes. Probably a dedicated skin shader would work better.
I tried some hair testing with Ornatrix demo version. The hair looks much better when you can control tip and root color, width, possibility to create curly hair etc. After that going back to the hair&fur modifier feels like it's traveling back to the stone age.
I also tried adding some additional fill lights that Juraj suggested, but I couldn't make my renders look any better. Most of the renders are done with noemotionHDRi.
(http://i.imgur.com/InvwOfz.jpg)
(http://i.imgur.com/yli3Fr9.jpg)
(http://i.imgur.com/T1itTkz.jpg)
(http://i.imgur.com/jEJ8tTE.jpg)
(http://i.imgur.com/gMYTBpj.jpg)
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selant: Sorry I forgot to help you with the skin shader. Here you go.
Diffuse: Level should be around 0,6-0,8. A texture in the color slot. You can also try to desature the texture a bit.
Translucency: Level. 0,7-0,9. Don't go any higher than 0,9 or the skin will look like paper thin wax. You can also create an additional texture for the level value so that the scattering isn't uniform. I experimented with AO bake + diffuse for that, but I didn't find it that to be that useful. I didn't use it for the renders above. Also you could create a very high contrast image to simulate dry, dead skin particles in the cheek and forehead area if you aim for super realistic skin. I would use a CoronaBlendMtl + mask for that though.
IOR: Around 1,2-1,33. Higher values give you too metallic reflections. If you want to have a peach fuzz type shading you can go even lower values, but I'd just create a hair layer for that effect.
Glossiness: Optimally you should have 2 specular layers. Use CoronaMaterialBlend for that. The broad spec value should be around 0,4 and the narrow about 0,6. Use a texture map for the values. If you want exact values you can use a CoronaMix + CoronaColor and multiply / screen your texture on top of it.
Absorption: Color. A neutral value around 125,125,125. If you want a stronger deep back scattering on the ears use reddish color 73,13,13 Distance: 0,15cm~ make sure that your head is in real world scale.
Scattering: Color. Put your diffuse texture here.
I've used these values with the Emily head except I only have 1 specular layer, because I'm getting weird dark spots from the normal map. I'm not sure what's wrong, but I'm sure it will be sorted out.
Try to experiment and have fun. :)
edit. typos + updated absorption values
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Another batch of tests... maybe the final ones I guess. I'm still not that happy with the results. Especially with the hair max feels dated (hair and fur hasn't been updated in ages?) and I guess the only way to get decent renders is to switch to Yeti or Ornatrix, Hairfarm.
I feel like I really need a dedicated skin shader or use more color texture maps to get better, realistic results. Anyway 100% realism isn't my cup of tea and I have to move on to more interesting projects. :)
(http://i.imgur.com/ZL40GVZ.jpg)
(http://i.imgur.com/KZwOFN1.jpg)
(http://i.imgur.com/lvz8wmo.jpg)
(http://i.imgur.com/pjW9nNt.jpg)
(http://i.imgur.com/JvVIrPz.jpg)
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Congrats on your work. Human characters are probably the toughest thing.. I've tried it many times and it's an enormous task that seems like never ends. I'd say you're halfway across the Uncanny Valley still, but nevertheless it's a great work and you've shared some interesting tips and findings. Thanks!
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ikercito: Thanks! I'm glad that you find my stuff helpful. :)
The SSS component works very good as it is and gets you reasonable close to a realistic skin, but there is one annoying feature that keeps me getting the results that I want. The translucency / absorption color is very prominent where the geometry turns ie. the sides of a box or in case of a head the eye sockets, ears the tip of the nose. Also everything that penetrates the geometry will bleed according to the translucency / absorption color.
Here is an example with a teapot. The white balls are supposed to be eyes.
(http://i.imgur.com/qM7heXY.jpg)
The only way to fix this afaik is to copy the diffuse color to translucency color and tweak the output. You can't see the bleeding with white light skin, but with dark skin it is problematic.
edit.
Here is an example with a real head. More sampling helps with the bleeding.
(http://i.imgur.com/OklczqI.jpg)
Translucency color is white.
Absorption is about 125,125,125
(http://i.imgur.com/gKvlmXw.jpg)
Diffuse color copied to translucency with output tweaks
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wow
great thread.
Keep on ...coronargasmic.
nice!
cheerz rob
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machmirdenlukas: Thanks for visiting! I'm glad you like them. :)
Here are some new render tests... It's an old model which I didn't finish few years back and the quality isn't that great. These are just quick SSS tests so don't kill me! :( I wanted to see how the shader looks in different lighting environments. I could maybe release this model for free if anyone is interested to try it out. The original creature concept is done by Jordu Schell. The color grading is done with 3Dluts.
The mapping in the shirt is just a quick auto UV from zbrush and the pattern isn't aligned properly.
The lighting is done with portals, CoronaLightMtl with HDR mapped to them.
(http://i.imgur.com/iow1hNU.jpg)
(http://i.imgur.com/h579cc1.jpg)
(http://i.imgur.com/o3uK0hQ.jpg)
(http://i.imgur.com/CTTE45i.jpg)
(http://i.imgur.com/BvQThcX.jpg)
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Woha, that one is really nice looking creature. Good job!
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Damn, this guy is scary!
How did you use portals here? I cannot imagine it. Is there some modeled environment involved?
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Now you are thinking with portals
(http://i.imgur.com/nGmVUjW.jpg?1)
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I would have suspected that guy would have some piercings. To show how tough he is. Certainly, he would have been picked on; for wearing that plaid shirt.
Crazy nice studies!
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Thank you everyone for the nice comments!
romullus: Thanks! This model is about 3 years old and I think I could have pushed to quality even further, but I felt It would take too much time and I have so many things to sculpt. :)
maru: Actually I used only portal with the last render where the head is close to a window. Everything else is done with planes + CoronaLightMTL with a HDRi image applied to them. I've found that it gives very nice results with the SSS and the light looks more "natural". I don't know if this method is the right way to use the material? :)
Noah45: I've noticed that I have added a nose ring to almost every character I've modeled so I didn't wanna repeat myself too much. :)
Here are quick renders with the penguin model I'm working on. I want to try out something simple, stylistic with the materials. I'm not aiming 100% realistic stuff. I'm trying to find a good and fast way to get everything exported from Zbrush to 3dsmax + render them with Corona. Sorry about the crappy renders... still a lot things to do.
Currently rendering hair as geometry gets quite slow when you crank up the hair count. It isn't perfect, but it's better than using shadow maps + different render passes with MR.
(http://i.imgur.com/wziK8oR.png)
(http://i.imgur.com/hhawQ1X.jpg)
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adobelk: Thanks man! I really appreciate it!
Sorry for the lack of updates, but I've been busy with regular 2d mobile stuff. Today I created a backdrop for the penguin model. Basically its just some random modular building assets work that I did few years ago. Since it's blurred the low game res textures work relatively well. :) Also I have already posed the penguin in Zbrush, but re-importing and assigning materials will require some work still. I'm planning to pose Harley (the sculpt below) with penguin.
The viking model isn't going anywhere *sigh* unfortunately... so many unfinished projects. I have so many cool things to render and sculpt, but so little time. :(
(http://i.imgur.com/oAknB7D.jpg)
Also I've been sculpting more super heroes on my lunch breaks + weekends. I did some minor face lift for Harley. Everything is still WIP. I hope I will get some time to pose and render these aswell. Just some screen caps from Zbrush for now (sorry this is not Corona related).
(http://i.imgur.com/2z4XBDX.jpg)
The joker sculpt is based on my friend Javier Burgos' work. I hope you like them!
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Some progress with the penguin. There are still some things I want to change (some hair geometry penetrating, eyebrows) but I'll probably start moving on the next project. The render is still a bit noisy too.
(http://i.imgur.com/erPj5JB.jpg)
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How did you eyes on Corona? My models are all eyeless ... : /
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lightmansor: Oh. I completely forgot this thread. There are several ways of doing eyes... The problem is with SSS that everything that penetrates geometry ie. eyes will bleed according to the translucency / absorption color. So you will end up having white border around the eyes / eyelids. You can see the effect with the teapot, eyeball example I posted. The only way of fix that is to plug the diffuse color to translucency and doing a little bit of output adjustment. I can share my eye model + shader if you want it.