Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: prozac93 on 2016-11-25, 00:23:15
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Hi, this is my first post on this forum, can someone please help me making a realistic skin shader??
This guy below is the project I am working on, as you can see the shader i've created don't looks so good, there is no ear back scatter etc.
My first skin shader in corona, I worked mostly in architecture visualization before so i am a newbuy in charatcer visualization in corona.
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You need to use Absorption, Scattering and translucency (and reflection, obviously) option inside the CoronaMtl.
Rendertime is so high because my old machine (I7 970), big arealight (TOP) and because... translucency is slow ^__^
(http://www.francescolegrenzi.com/Temp/Corona/117_SSS.jpg)
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thank you for the support, here a new test with a screen of the settings
The model is 1:1 scale, are that settings correct for a human skin simulation??
If no, can you help me to make the most realistic shader as possible?
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https://coronarenderer.freshdesk.com/support/solutions/articles/5000534910-how-to-use-subsurface-scattering-volumetric-absorption-and-scattering-
try to read this
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I'm not good in character rendering.
but check this out https://forum.corona-renderer.com/index.php/topic,10546.0.html (https://forum.corona-renderer.com/index.php/topic,10546.0.html)
or you can contact the author there for more
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ok guys, now all the shaders seems to works!
Coming soon on artstation ;D
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omg.. it looks so physical and realistic in every angle with every lighting!
This renderer is fabulous!
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Very nice render. Finally some character and skin shader renders ))
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Thank you! Now I am working on a fur cloak over the shoulders, I'll post some renders
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horns should have different glossiness than skin?
nice render
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Nice work, but skin-horn transition should be very distinct ant not some colour gradient like it is now.
http://www.compositeeffects.com/site_images/CU/HMD/image_109.jpg
http://www.compositeeffects.com/site_images/CU/HRM/image_102.jpg
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horns should have different glossiness than skin?
nice render
i know, i am tryng to make a layered material with a mask on the horns but it still don't looks realistic
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Nice work, but skin-horn transition should be very distinct ant not some colour gradient like it is now.
http://www.compositeeffects.com/site_images/CU/HMD/image_109.jpg
http://www.compositeeffects.com/site_images/CU/HRM/image_102.jpg
you have totally right but i've modeled the face a year ago and if I change the mesh i have to repaint it all, i am thinking seriously to put an helmet on
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i wanted to make the skin became horn in a gradient way but the effect doesn't look good as i thought
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"warlord of the black wood"
6.818.374 polys, my intel integrated card is screaming, lol
All the fur, all the beard is geometry, the armor is a decimated mesh without any displacement or normal maps and the face have a 4k displacement on it
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ah, i have another issue, if i set the displacement to 2px it render instantly, if I try to go down like 1.5 it become very slow and it take hours to start the initial pass, any advice to get a good displacement without taking all that time?
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ah, i have another issue, if i set the displacement to 2px it render instantly, if I try to go down like 1.5 it become very slow and it take hours to start the initial pass, any advice to get a good displacement without taking all that time?
2px to 1.5px in displacement has impact to RAM but imho it wouldnt be that far different (take hours with single character rendering). Did you receive a warning about running out RAM? Because low RAM can kill the rendering parsing time
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haha.. yes, every time, I just ignore the message XD , with 8 giga of Ram i don't expect to have high performances
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Haha, i hate the time when i face a low RAM problem too
if i'm not wrong i remember that somewhere here one of corona team said he is planning an improvement of memory management or something like that
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Memory optimizations are on the roadmap, https://trello.com/b/EfPE4kPx/corona-road-map-3ds-max - best place to check for what is in the pipeline!
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Memory optimizations are on the roadmap, https://trello.com/b/EfPE4kPx/corona-road-map-3ds-max - best place to check for what is in the pipeline!
Ok, subscribed your trello now :D
Wow geometry optimization is on the way now:D, but does it help corona displacement to consumes lower memory?
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Any advice to make the skin looks softer?? SHould I use both translucency and refraction?
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maybe try to reduce bump value, for me it's looks like have tone cosmetic powder.
And no you should't use refraction for skin because it's not have IOR.
Do not like glossy horns(
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maybe try to reduce bump value, for me it's looks like have tone cosmetic powder.
And no you should't use refraction for skin because it's not have IOR.
Do not like glossy horns(
you are right, maybe if I blur the displacenet it could be better?
The horns material has 40% glossiness, is it too high?
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IMO, you should "break" the glossiness between horn and face.
It's stange that the skin has the same specular level of horns.
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IMO, you should "break" the glossiness between horn and face.
It's stange that the skin has the same specular level of horns.
This.
I'm by no means a 3D character expert (I can't even fathom modelling what you've done!) but from checking out a few 'making of' videos the most realistic ones use hand painted reflection and gloss maps (as well as skin pore maps). For example the bridge of the nose and forehead is usually fairly shiny on most people, but the side of the cheeks and eye sockets are quite matte.
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thank you all for the advices! I really appreciate
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And no you should't use refraction for skin because it's not have IOR.
Of course it has, everything has index of refraction. I remember i read somewhere that actually skin has quite high IOR - over 2.0, but i couldn't swear on this exactly. And yes, to use refraction for skin in Corona is perfectly valid method. I tend to use translucency, but mainly because i hate how objects displayed in max viewport once refraction goes below 1.0.
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Another test, this time I added some estra cavity texture on the horns, drastically decreased the reflection and the glossines and increased the displacement. I also decreased the displacement on the skin and added some grainy bump
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too much diffuse I guess..