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linvanoak β€” Izarra v1015 Octane Render Passes

#linvanoak #compositing #composition #daz3d #izarra #refraction #subsurfacescattering #transmission #octanerender
Published: 2015-02-27 18:37:30 +0000 UTC; Views: 3505; Favourites: 7; Downloads: 0
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Description - - -Β 

Izarra v1015 Octane Render Passes

composited by linvanoak

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Clay+: Clay Render showing the 3d model with a default clay shader.
Transmission: Light rays are refracted to simulate translucency as found in nature. (Based on a cosine distribution.)
Diffuse direct: Light Rays that hit the 3d model directly.
Diffuse indirect: Light Rays that keep bouncing whenever they hit a surface.
Reflection direct: Reflection calculated based on rays that hit the 3d model directly.
Reflection indirect: Reflection calculated based on rays that keep bouncing whenever they hit a surface.
Subsurface scattering: Light rays that enter a volume and are scattered in different directions. (Based on scatter probabilities.)
Refraction: Light rays are refracted in a pre-defined direction when entering another volume. (Based on the different speed of light.)

For more information compare: Snell's law.

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Special thanks to stratified of the OctaneRender Team!
His explanation of the differences between Refraction, Subsurface Scattering and Transmission helped me a lot to put this together.

Licensed content:

Izarra by gypsyangel

Charlie Hair by Nikisatez

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Additional notes:
In postproduction I combined the Transmission pass with masks to adjust each area separately.
One layer was created for the nose area and one for the ear area.
I did not use the mouth area because there the Transmission effect was too strong.

An alternate way of doing this would be to adjust the strength of each area with the help of maps at render time.
The Transmission pass as shown in the composition is stronger than the one used in the final image to make the effect more obvious.

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Final Image:

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Related content
Comments: 6

lasaucisse [2015-07-14 12:40:36 +0000 UTC]

great !!!

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Toyen-Art [2015-03-04 23:51:25 +0000 UTC]

Very nice looking SSS shader! Good job!

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Mann-of-LaMancha [2015-03-03 03:07:24 +0000 UTC]

I don't see a significant difference between the refraction and subsurface. Yes, refraction has more of the hair lit up, but the base of subsurface looks already added to refraction, or is it me? Is there really that big difference if you don't add subsurface?

A neat presentation and description of the process. I wish I had a system that could handle that much graphic load.

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linvanoak In reply to Mann-of-LaMancha [2015-03-06 06:20:36 +0000 UTC]

Good observation on the Refracton vs Scattering of the hair.
It definitely was and still is not the final hair shader I am going to use for all future projects.
InΒ Izarra - Just another emergency Β I toned down the Refraction part and focused a bit more on Scattering.
Since that hair is very dark the effect is now almost not visible anymore.

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There are now quite a lot of different SSS based shaders layouts different people experiment with for OctaneRender. And a lot of them are using different combinations of Scattering, Refraction and Transmission.
For example the Redspec TGX shader has a lot more of a subtle Scattering part but focuses a lot more on Transmission effects.
The risk with Scattering is that the skin starts to look wax like.
Nevertheless if you focus too much on Transmission you get the "light bulb" effect where the mouth and nose are starting to light up quite red if you do not use the proper maps to keep that effect in check.

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I guess one way is to try to find a "realistic" solution. But if you really want realistic SSS you would have to place a skeleton and organs inside your 3d figure geometry.
The passes now help a lot to figure out what the result is if you change Scattering, Absorbtion and Transmission settings.
But in the end you still are left with the choice what kind of style you actually want to achieve.
There may be some "realistic" choices but in the end it all comes down to what you think is the skin look you enjoy.

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I will keep trying out different node setups to see what I can come up with.

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@ System:
OctaneRender now supports out of core textures.
This means with even a 2-3 GB VRAM graphic card you can create much larger scenes because the textures can be saved in your system memory.
The fiber hair nevertheless is still a challenge because it uses a lot of space in the VRAM.

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Mann-of-LaMancha In reply to linvanoak [2015-03-06 14:49:47 +0000 UTC]

Hmm. A lot for me to chew on...

Hrm. Well, isn't that proper for dark hair in real life settings? Dark hair tends not to have a lot of ...I want to say "shine" but I don't think that's the right word, so insert whatever word seems appropriate... , right?

Okay, so... too much scattering and you get a waxy buildup (). Okay, back to serious. Question: it sounds like the textures of a person are translucent which allows light to, let's say, shine from behind them, and seep through to the front. A map (or masking effect?) would negate or normalize translucence. In people, some of the skin is translucent. Take a bright flashlight and cover it with your palm, then look at the back of your hand, and you'll see where the skin becomes "red." Perhaps this effect in the program was created to replicate that real life effect to get digital renders to look more realistic? How much you mask would mean how realistic it is. Need to think on that some more...

I hope to see posted updates of your setups. I don't know about anybody else, but I find that sort of knowledge informative.

I'm not crazy about hearing that something can be saved to system memory.

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Kerya-Alexis [2015-02-28 07:53:35 +0000 UTC]

Interesting - and lovely lady!

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