Multi layered SSS skin model

General questions about Indigo, the scene format, rendering etc...
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CoolColJ
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Post by CoolColJ » Tue Sep 04, 2007 3:03 am

Kram1032 wrote:Multiple UV maps per mesh, would be cool, in general :)
You can do that SKindigo :wink:

4 layer UV sets actually.... Whatt has a tutorial file for Sketchup to show that

it's a bit complicated/messy but it works ok

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suvakas
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Post by suvakas » Tue Sep 04, 2007 4:48 am

4 layer ? I thought only 3 are supported via xml :roll:

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CoolColJ
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Post by CoolColJ » Tue Sep 04, 2007 11:40 am

yep 4 layers :)

you can save 4 UV sets in SKindgo per object

mrCarnivore
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Post by mrCarnivore » Tue Sep 04, 2007 7:50 pm

BbB wrote:Yes, great. Though he looks a bit made-up to me. A little powdery, as though he'd just got out of a television studio...
He probably looks so powdery (uniformly coloured) because there were no textures used and therefore the skin is indeed uniformly coloured instead of having variations fro area to area and smalller variations in each area itself... :-)

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Kram1032
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Post by Kram1032 » Tue Sep 04, 2007 10:47 pm

the lips are different, though...

Gog
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Post by Gog » Wed Sep 05, 2007 2:05 am

Last page of the paper, there's a roughness (i.e. bump) map...

The various parts of the model are controlled via texture maps, i.e. there is a diffuse map, and then a reflection map and transmittance map for each layer to define the amount of reflection/transmittance, so this isn't an SSS procedural it's SSS using maps.

Note it is multi-layered and pretty impressive.... :)

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deltaepsylon
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Post by deltaepsylon » Thu Sep 06, 2007 1:01 pm

that head is awsome. I keep expecting him to open his eyes and show some blue-glowing green eyes, like in those horror movie trailers.
Parents didnt beleive it was a render :)
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playmesumch00ns
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Post by playmesumch00ns » Mon Sep 24, 2007 10:14 pm

Gog wrote:The various parts of the model are controlled via texture maps, i.e. there is a diffuse map, and then a reflection map and transmittance map for each layer to define the amount of reflection/transmittance, so this isn't an SSS procedural it's SSS using maps.
Actually I don't think that's correct at all. The reflectance and transmittance profiles shown in figure 8 are generated from the parameters given in table 3 only.

The reason the renders look so good isn't really down to the subsurface to be honest, it has a LOT more to do with the quality of the head scan, both geometry and textures.

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Jay-ko
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Re: Multi layered SSS skin model

Post by Jay-ko » Wed Sep 25, 2013 9:09 pm

HI dudes,

I allowed myself to ask my question here because it's about something almost same.

I am looking for tips on the SSS In Indigo renderer.
I try to do something nice for a green-skinned character (as a Ninja turtle).

Do you have a recipe to share?

I try a "jade" medium with a glossy-transparent or a phong base material but I never see my diffuse. It's just a piece of jade with lot of noises :)

I think I don't have to use a blend mat but it's possibly a mistake. Perhaps I need to say where I need to have sss?

Sincerely,

Jay-ko
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im01.jpg
marcand.jpg
errare humanum est

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Oscar J
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Re: Multi layered SSS skin model

Post by Oscar J » Thu Sep 26, 2013 3:31 am

I really don't know anything about SSS, but one thing I do know is that you'll have to either model the skull, or duplicate and scale down his head for some geometry to assign a diffuse material to. Otherwise you'll be able to see light coming right through his head, as if he's made of jelly. :)

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OnoSendai
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Re: Multi layered SSS skin model

Post by OnoSendai » Thu Sep 26, 2013 3:38 am

Jay-ko:
Have a look in this thread:
http://www.indigorenderer.com/forum/vie ... start=3660

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CTZn
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Re: Multi layered SSS skin model

Post by CTZn » Thu Sep 26, 2013 6:32 am

OnoSendai wrote:Jay-ko:
Have a look in this thread:
http://www.indigorenderer.com/forum/vie ... start=3660
tip:
FakeShamus wrote:
OnoSendai wrote:Good stuff!
How did you do the skull?
Copied the head and scaled it down, trying to give it even space all around. then cut of the ears and nose and dug out some eye sockets. Made it a dark red diffuse. The SSS takes a long time to converge with this material, any tips to speed it up?
don't scale it down, unless if normal-based edition. Use negative linear displacement instead on the 'skull' copy, 3-4mm approx.
obsolete asset

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Jay-ko
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Re: Multi layered SSS skin model

Post by Jay-ko » Sat Sep 28, 2013 6:13 am

Thank for that;

Unfortunatly, the meshe for the human head are not avaiable now (404). But I downloaded "infinite head blend.igm and I tested it on my own meshe. I just replace the textures; but that's not working. So, I create the phong in Indigo renderer, isolate and save it in .igm with notepad, then I isolated the blend, the medium and the SSS in a .igm, I assigned it in a new scene and then I isolated the correct material in a separate igm file again to have a proper file.

I have an image. I don't really know if this is corresond that i wish because it's something pretty same that the first phong material, just a bit darker :)

So I attribute my SSS material to my character's meshe, then I create a plane under the character with a indigo emiter on layer 2.
Still not good.

So I learn the human image, and I place three square lights on the top, right and left with different lights layers to tweak it and have something revealing.

In conclusion I think I can say that this material is not working like I expected... because I can see the transparency under the ears, just a big specular.

So I come back in step 1, what it is happens! :)

Notice that I use the "displacement tips" by an instanced meshe gently push down, to be sure that I have a double meshe in my scene. (I have some difficulties with the displacement map in Indigo)
Attachments
marcand_08-scene.png
body.igm
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FakeShamus
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Re: Multi layered SSS skin model

Post by FakeShamus » Sat Sep 28, 2013 6:42 am

I think you are getting the effect, but the problem is, the settings I ended up with for exponent, fresnel, etc, were very specific to the texture maps I used, so yours is looking too glossy and the reflections are probably covering up the look of the absorption.

maybe try starting with the attached material as a basis and then adjusting from there, adding your own textures, etc... the blend factor, for example, will have a huge effect on how much of the sss comes through. right now the "blood" sss is red, but that can be changed to a hulk-blood color pretty easily. I also added scattering to this material, which takes a little longer to clear up, but it will probably be more like the effect you are looking for. let us know how it goes!
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green skin.pigm
(699 Bytes) Downloaded 209 times

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Jay-ko
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Re: Multi layered SSS skin model

Post by Jay-ko » Sat Oct 05, 2013 8:39 pm

Hi dudes, and still thank you for your answers.

I have been far from my projet this previous days but I have done some advances.

For example, you had right, the specular had hidden the transparency from the SSS, so I learned from your material .igm and I checked that work be fine , first without the phong, and after with the blend. (see images below)

The transparency from the SSS is visible at some aera very strange did you watch? like on the arm but not on the ear, on the eyes but not on the lips? Did you know what it can be from?
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marcand_08-scene.png
marcand_08-scene_03.png
errare humanum est

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