Author Topic: Skin and beard shader, please help me!  (Read 15782 times)

2016-11-25, 00:23:15

prozac93

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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.
« Last Edit: 2017-04-23, 19:10:19 by prozac93 »

2016-11-25, 12:55:22
Reply #1

cecofuli

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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 ^__^




2016-11-25, 19:21:02
Reply #2

prozac93

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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?

« Last Edit: 2017-04-23, 19:10:49 by prozac93 »


2016-11-26, 05:57:56
Reply #4

Christa Noel

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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
or you can contact the author there for more

2016-11-27, 14:05:59
Reply #5

prozac93

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ok guys, now all the shaders seems to works!

Coming soon on artstation ;D
« Last Edit: 2017-04-23, 19:11:05 by prozac93 »

2016-11-27, 14:40:13
Reply #6

prozac93

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omg.. it looks so physical and realistic in every angle with every lighting!
This renderer is fabulous!

« Last Edit: 2017-04-23, 19:11:54 by prozac93 »

2016-11-27, 18:55:25
Reply #7

cecofuli

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2016-11-27, 20:48:05
Reply #8

prozac93

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Thank you! Now I am working on a fur cloak over the shoulders, I'll post some renders

2016-11-28, 07:59:52
Reply #9

sprayer

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horns should have different glossiness than skin?
nice render

2016-11-28, 09:58:43
Reply #10

romullus

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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
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2016-11-28, 12:01:15
Reply #11

prozac93

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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

2016-11-28, 12:04:00
Reply #12

prozac93

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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

2016-11-28, 12:07:25
Reply #13

prozac93

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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

2016-11-28, 12:28:12
Reply #14

prozac93

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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
« Last Edit: 2017-04-23, 19:12:32 by prozac93 »