Dielectric Shader WIP for download



  • Hey BB

    Yes, I do try to edit the settings on ezskin to get get better results but not all functions are covered by the manual. The last time I read the manual (a couple of weeks ago) all I found was a short paragraph about playing with settings and seeing what looks good instead of an explanation as to what the controls do and why and what are typical settings for human skin.

    PLEASE don't take offense. I'm not trying to be a troll or an ass-hat. If I've offended you already, sorry for that, it was unintentional.

    My previous images did have even reflect over the entire figure and I new it was not right, just was deciding how I should fix it. in the next image here I'm using the bump map that I have modified (which I do to all my bump maps) so that the eyebrows are inverted (white) and the nostrils are the same flesh color and value as the rest of the nose.

    0_1470983590643_Cycles Skin 1.jpg



  • I forgot to say that I'm using the bump map to drive the roughness which is keeping the reflections in check.


  • Poser Ambassadors

    No worries, I did not for a second take offense.

    I wrote all that only because I've been meaning to for a while. I see quite a few people "complain" that the EZSkin results don't have enough specular, and the reason is they didn't tell it they wanted more specular.

    Your last render is much better -- I can see the difference in the handling of roughness.



  • @ghostship said in Dielectric Shader WIP for download:

    here is an example of the physical surface node gone bad. I guess if you want to give the model tan lines this is how you would do it.

    I'm not sure that this is necessarily a PhysicalSurface issue. Could you please check what the Visible in Raytracing property is set to for the options in question? If it's off, does enabling it help?



  • @Uli-Klumpp said in Dielectric Shader WIP for download:

    @ghostship said in Dielectric Shader WIP for download:

    here is an example of the physical surface node gone bad. I guess if you want to give the model tan lines this is how you would do it.

    I'm not sure that this is necessarily a PhysicalSurface issue. Could you please check what the Visible in Raytracing property is set to for the options in question? If it's off, does enabling it help?

    The reason for this is that with SuperFly specular is still active even with transparency set at 100%. Its the same with the PoserSurface root node. Simply set the specular color to black and the effect goes away.
    I am not sure if this is a bug or a feature at least it is different to the behavior of FireFly why i would consider it a bug.



  • @nagra_00_ thanks. At least we know what's going on with it.

    found an issue with my shader. I have the transparency pluged in backwards and the misspelled word that BB pointed out. I'll have that up soon with a new version.



  • I don’t want to discourage you from the work on your shader but believe me it is very very hard to beat the PhysicalSurface node. The roughness modulated fresnel of the PS node alone is hard to top and thats only one of its cool features.

    Well for FireFly there is room for optimization like a optional retrace mode for metals as with the current implementation metals are all black in an IDL only lighted scene… but thats another story.



  • @nagra_00_ said in Dielectric Shader WIP for download:

    I don’t want to discourage you from the work on your shader but believe me it is very very hard to beat the PhysicalSurface node. The roughness modulated fresnel of the PS node alone is hard to top and thats only one of its cool features.

    Well for FireFly there is room for optimization like a optional retrace mode for metals as with the current implementation metals are all black in an IDL only lighted scene… but thats another story.

    My shader does have a roughness modulated Fresnel.

    Have you tried unchecking "Reflection_Lite_Mult" and "Reflection_Kd_Mult" in the Poser root node on reflective materials? I never have a problem with reflective materials and IDL lit scenes in Firefly.



  • @ghostship said in Dielectric Shader WIP for download:

    @nagra_00_ said in Dielectric Shader WIP for download:

    I don’t want to discourage you from the work on your shader but believe me it is very very hard to beat the PhysicalSurface node. The roughness modulated fresnel of the PS node alone is hard to top and thats only one of its cool features.

    Well for FireFly there is room for optimization like a optional retrace mode for metals as with the current implementation metals are all black in an IDL only lighted scene… but thats another story.

    My shader does have a roughness modulated Fresnel.

    I just downloaded your shader and indeed it has, cool :-)

    Have you tried unchecking "Reflection_Lite_Mult" and "Reflection_Kd_Mult" in the Poser root node on reflective materials? I never have a problem with reflective materials and IDL lit scenes in Firefly.

    No, no, i was talking about using the PhysicalSurface node with PBR mats. In FireFly the PS does not use any ray reflection just specular which is usually Ok as it keeps render times low. Draw back is that with IDL only lightning metals are black as FireFly has no ISL.

    Meanwhile i played a little with the PhysicalSurface node and SSS. First time i did that and from my test render i can not recommend PS for SSS skin because it generates hard surfaces. Means the surface has hard shadows and that makes no sense on a soft SSS material. I have attached a pic that shows the effect. On the left i used a updated version of my SSS shader that i posted some time ago on RDNA.

    0_1471102415394_PS_SSS.jpg



  • I don't see that problem with the Cycles root but it doesn't render in Firefly.
    0_1471106022110_hand shadows.jpg





  • @ghostship said in Dielectric Shader WIP for download:

    I don't see that problem with the Cycles root but it doesn't render in Firefly.

    I had noticed this hard shadow phenomena on SSS surfaces when i played with my SSS shader months ago… hope i recall it correctly, the problem happened as soon as the output of a SSS node is mixed with the output of a Diffuse node. No matter of the mixing level. Mix 1 percent diffuse to SSS and shadows become immediately hard ones. Seems the PhysicalSurface node is doing such a mix internal…



  • don't bother downloading that latest version. I have to figure out how to invert the transparency value so it works correctly


  • Poser Ambassadors

    @ghostship
    FireFly uses a Transparency map.
    SuperFly needs an Opacity map.

    See the options here in the upgraded PhysicalSurface screengrab. => The option to set the TransparencyMode

    0_1471168243562_Opacity.jpg

    And if required ? With a Math_Functions node you can "Invert" a texture from one to the other.

    Best regards, Tony



  • @vilters Ok I'll do something with it that makes sense then. Thanks Vilters!



  • Mouth shaders coming along. pretty much the same as the skin with a couple of tweaks. Top has infinite light pointing straight in, bottom is only indirect from sphere.

    0_1471231834099_Mouth.jpg