- This topic has 12 replies, 5 voices, and was last updated 11 months, 3 weeks ago by Eric.
July 29, 2020 at 10:13 pm #5208Jeremy Hill
Been working with the Digital Emily model (from here) in order to provide a sample scene with Bella materials already set up. The work below was done in Rhino, where I imported the provided OBJ, set up materials, and re-did the mapping & textures for the eyes (which are not great, and use a texture found elsewhere on the web). What appears to be hair in the images is really just pixels in the diffuse texture — this testing is not about eyes/hair/etc, only skin.
The main goal/challenge for this project has been: to create a skin material that behaves well, independent of lighting conditions. Creating a convincing skin material is something requiring skills I do not pretend to possess, but that said, here is where I have arrived — the following images are all rendered from the same BSX, with the only change between them being the HDRI used:
I have found it to be surprising, how the Subsurface material reacts to these different environments (all the HDRIs are from https://hdrihaven.com).
You can also view these all together in a slideshow.July 30, 2020 at 12:32 pm #5211Philip
The skin material looks great!July 30, 2020 at 1:19 pm #5212yossi
this looks great !July 30, 2020 at 1:37 pm #5213Jeremy Hill
Thanks guys! Albert has really done a great job with this Subsurface material implementation — I have never done any rendering of humans/skin before, and have been able to get this far just hacking my way around. The skin material is just a Subsurface with diffuse map applied to color, two displacement maps used as bump, and a layer at 50% opacity, with roughness modulated by the emily specular map.
I am uploading a Rhino sample scene for this as we speak, and I will then make a Maya version.
It’s a bit of a pain, because the Wikihuman project does not appear to allow us to redistribute their content, so these will be scenes that are fully set up, but with the geometry/textures then removed, ready for you to download & import back in. I’m providing step-by-step instructions for completing the setup.August 5, 2020 at 8:15 pm #5245August 6, 2020 at 5:39 pm #5248Thomas An.
To my eyes, I think you have “arrived”.
I couldn’t tell if this last shot is a render unless you told me ahead of time.August 6, 2020 at 7:47 pm #5249Jeremy Hill
Thanks Thomas, that is truly high praise! 🙂August 12, 2020 at 11:43 pm #5267Eric
Wow, such clean yet detailed renders, very very nice.
Sunlight on cheek in number 8 reveals some weird lighting like the wrong normals.August 13, 2020 at 12:02 am #5268Jeremy Hill
It can be a little funky because we are using displacement maps (exr, with negative & positive values) for bump.August 13, 2020 at 12:16 am #5272Eric
Always wise to check all the maps for light direction bias. I have emily somewhere I might look at the maps.August 13, 2020 at 12:25 am #5273Eric
There is some light bias in the main displacement texture, if you look at the small scar on her left cheek (the right cheek in the texture) there is a drop shadow.
But the main issue is the micro disp texture (which maybe you didn’t use) it has a lot of light bias in the wrinkles which have been manually tiled at different angles in different areas of the face.August 13, 2020 at 3:03 am #5275Jeremy Hill
I am indeed using both maps, I added a feature recently that allows plugging one bump or normal map into another bump map, so it’s done that way.August 13, 2020 at 3:28 pm #5278Eric
Sounds good, I always need extra global bump channels in maxwell, 1 is never enough.
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