Digital humans the art of the digital double
Ever wanted to know how digital doubles are created in the movie industry? This course will give you an insight into how it's done.
# 16 21-04-2005 , 06:45 PM
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# 17 21-04-2005 , 06:46 PM
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Lastly...

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# 18 21-04-2005 , 08:37 PM
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your algorityhm comtrol should not be this high.
for you character, SSS is really calcuated by the size of the object per say.
1s problem i notice, your diffuse weight is set to 0.000
hence no color info besides the epidermal scatter color, which is why its so pink without any sort of contrast.
here is a shot of my setting for the SSS of this head.
which is used in a mix8 shader with other shaders applied to the head.



user added image

*falloff controls the wieght overall of the SSS calculation.
the back SSS color and weight is how lets say how red an ear looks at certain angle with a rim light or a back light.

P.S. why do u have a dirt map shader in there, and where are u plugging it into??


Last edited by vladimirjp; 21-04-2005 at 08:41 PM.
# 19 23-04-2005 , 01:41 AM
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Vlad,
I hope I've corrected some things and my render looks better... I just wanted to say about the other pic, I used the dirtmap because I wanted to get that ambient occlusion look but if I don't need it with SSS, that's fine. I got rid of it and I think my latest render looks better. I had Dirtmap plugged into the Diffuse Color slot, BTW.

What's a good Falloff number as well as the Back SSS Color and weight? The reason that the ears are so pink in this latest render is b/c there's a light off to the character's right shoulder with an Intensity of 1. Good idea or not? Also, there's a very low key light to the left of the screen and a higher fill light to the right. Thanks for your help, Vlad.

Russell

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# 20 23-04-2005 , 02:57 PM
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back sss try a redish or purple'ish color. the weght of the back SSS color is like the overall strength over the other SSS attributes[like epidermal etc]
the radius is like a fall off control, small is very sharp, big is very narrow and wide.
the depth is how much it will bounce the light before the light leaves the surface.

try a scale conversion of maybe 1 and fall off to 5.
start very small.

# 21 23-04-2005 , 05:50 PM
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Okay, now, let me ask this... what makes a good set of skin tones; i.e. for epidermal, subdermal. I'm using a light beige and light pink and now all I'm gettign when I render is a very light tone on his skin. Even the picture of Mr. Incredible in front of me isn't inspiring me to find the right color. Thanks for your help, guys, as always. user added image

Russell


Russell Bolding
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# 22 23-04-2005 , 11:30 PM
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Okay, I've been working on this all day... please tell me it's better... user added image I'm on the verge of tears here. LOL! First, I'm posting my latest render and secondly is my settings. Any help is appreciated. Thanks.

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# 23 23-04-2005 , 11:31 PM
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Settings...

CraeSSS

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