working on doll
This morning I came across a thread at DAZ that linked back to a forum post where Catherine (MEC4D) shared her basic skin settings for Iray renders. I copied and saved what she wrote but didn't bookmark the actual page and now I can't find it again for the life of me.
I tested these settings in a basic scene and while they are an improvement over what I had, they're still intended to be used with properly prepared textures. Cath creates albedo diffuse maps, normals, and SSS/translucency maps, so none of us are going to get renders like hers just using these settings. They're still a nice start though and I appreciate her sharing them (and would thank her if I could find that thread).
"Some advice , Iray does not produce CGI as 3Delight rendering it produce CGS , and since it is simulation all materials and colors should be physically based so the photons do the job correctly , and one wrong material will crash everything else .Base color
: white (1,1,1) = Use only when you use texture mapsTranslucency weight
: 0.40 = The weight depends on the skin brightness of the skin texture it should not extend 50%Base color effect
: Scatter Only = If you transmit you have second option for the SSS back reflectanceTranslucency color
: red (1,0,0) = Always red 255 on maxGlossy layered weight
: 0.20 = Here get trickyShare Glossy Inputs
: OnGlossy color
: Flesh tone from face texture (0.66.0.42,0.30) = Never use any color other than monochrome, only metal can have color specular , the specular color of human skin in monochrome is 51 51 51 for normal and 58 58 58 for maxGlossy color effect
: Scatter Only = Scatter for glass Transmit for organic so always Scatter and transmitGlossy reflectivity
: 0.50Glossy roughness
: 0.55 = I prefer normal mapRefraction Index
: 1.30 = for normal skin 141 for more oily 149Top Coat weight
: .99Top coat color
: 1,0.63,0.63 = Never use any color other than monochrome, only metal can have color specular , the specular color of human skin in monochrome is 51 51 51 for normal and 58 58 58 for maxTop coat effect
: Scatter & Transmit = correctTop coat roughness
: 0.50Top coat layering mode
: Fresnel= correctTop coat IOR
: 1.40 = for normal skin 141 for more oily 149Top coat thin film
: 0= It make not as much difference unless you use micro normalTop coat thin film IOR
: 1.50 = for normal skin 141 for more oily 149Top coat bump mode
: Normal Map = correctThin walled
: off = correctTransmitted measurement distance
: 100.00 = so wrong, max 2Transmitted color
: 0.66,0.42,0.30 = transmit color is the base color of the skin color, pick up the skin color in image editor if you use different color it will kill the Translucency Scattering measurement distance
: 0.50= correctSSS Amount
: 0.30= correctSSS Direction
: -0.50= correct
A lot of info you find on Internet was for CGI rendering mostly in empty scenes that why people used blueish tones for specular as there was not sky dome or anything , in real environment you have everything and all non metal surface need monochromatic specular color and ALWAYS GRAY SCALE and the values really lower as you may think , not enough specular showing up? check out the scene and light as specular is just reflection if there is just a blue sky nothing to reflect as much you don’t get as much , but some small white plane on the other side of the face to get better effect , and if you going for real sweat check the values of water shader .. and apply it on the top coat ..
The specular will control how much you see of translucency, so it need to be balanced with the weight setting after you set everything correct , and if you lucky enough you will have one set that works in any light situation .. "
I've added new muscles, elbows, and other guides to my drawing doll and when rendered with Iray Sun/Sky lighting, the curves and shadows of muscular arms becomes much easier to draw. I know this isn't a very interesting project to follow, but it's going to make drawing so much easier in the end.
Thanks as always for visiting!
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