I never really realized that the skin shader was that complex. Looks awesome! Great tutorial, as always. Easy to follow along. I like how you actually show what the settings do. Too many tutorials are just "Do this, do that", and by the end, you don't really learn what any of the settings do. That is not the case with yours.
I never really realized that the skin shader was that complex. Looks awesome! Great tutorial, as always. Easy to follow along. I like how you actually show what the settings do. Too many tutorials are just "Do this, do that", and by the end, you don't really learn what any of the settings do. That is not the case with yours.
Yeah, there's a bunch of stuff in there that we never got a chance to document, so I'm really excited to get this tutorial finished and get it out there.
I'm really glad you like the presentation, my goal was to provide a good mix between traditional text tutorials, but also show visually what settings to like you would see with a video tutorial, and more importantly provide a quick reference when you want to look at something again.
excellent thanks EQ...I have been playing with the skin shader a lot recently...hadn't realised that you could put a depth map in the alpha of the translucence...great stuff
Oh yes..... Fantastic man!! Next personal piece, I'm planning on a cinematic (realtime) girl head / hairstyle - going to be needing every ounce of info here. Thanks for doing this man, will help me out a tonne!!
MM: Yeah, I'm using dynamic lights. I generally use a mix of IBL and dynamic lights, using the IBL to control ambient lighting and dynamic for the extra control.
seth.: Yeah, the translucency mask is really cool, perfect for ears, wax, etc.
Haz: DO WANT.
ILLMATICC, Brandon: Thanks guys, glad to hear that its useful.
is it possible , may be in next toolbag version to have the dermis and subdermis colors use texture slots option instead of flat colors ?
this would really open up more possibilities for the sss shader. right now if i want to have a different translucency color within same material it seems to be impossible.
if there is a workaround to that please let me know.
is it possible , may be in next toolbag version to have the dermis and subdermis colors use texture slots option instead of flat colors ?
this would really open up more possibilities for the sss shader. right now if i want to have a different translucency color within same material it seems to be impossible.
if there is a workaround to that please let me know.
You can add color variation to the dermis color with the skin tone texture, and color variation to the translucency effect with the translucent texture. There isn't any way to add color variation via texture map to the sub-dermis though, perhaps something we can look into for TB2.
ok, i think i got it working better by setting subdermis color to pure white.
now both dermis and scatter colors are matching closer to the skin tone map.
ok, i think i got it working better by setting subdermis color to pure white.
now both dermis and scatter colors are matching closer to the skin tone map.
Oh yeah, if you're putting skin tone variation in the skin tone map, you should set the dermis color white, otherwise you'll be tinting it twice (with the texture content and the color picker value).
yes i got that, but i was talking about the subdermis color mainly in this case which seems to be the main scattering color for the sss shader.
i was testing this on an asset with multi-color(green, orange, cyan, red) plastic surfaces so the subdermis color needs to be different on each area.
dermis color has been white all the time while the subdermis color was green. this seems to have multiplied green with all the other colors in the skin tone map.
only work around i found is using white on both dermis and subdermis and then just using skin tone and translucency maps on top of that.
yes i got that, but i was talking about the subdermis color mainly in this case which seems to be the main scattering color for the sss shader.
i was testing this on an asset with multi-color(green, orange, cyan, red) plastic surfaces so the subdermis color needs to be different on each area.
dermis color has been white all the time while the subdermis color was green. this seems to have multiplied green with all the other colors in the skin tone map.
only work around i found is using white on both dermis and subdermis and then just using skin tone and translucency maps on top of that.
Ah ok, if you can easily separate the various colors into their own mesh chunks and apply a different material that would probably work best.
Total newbie question for Translucency Map: How do you make them for characters? Is it a Grayscale Diffuse Map with Multiplied AO? I'm gonna try it on a character I'm freelancing on.
Just paint them manually? Ears and nose, maybe fingers, just take into consideration thickness.
Also, if are you using Max 2010+ or Max 2008/09 with Polyboost, you have access to baking a Subsurface and Density map, two good places to start.
Inverted AO Map bake is another way, it's the same way Max bakes, but other applications like Maya, XSI, Blender and XN don't automatically do it, so you need to set it up manually.
Total newbie question for Translucency Map: How do you make them for characters? Is it a Grayscale Diffuse Map with Multiplied AO? I'm gonna try it on a character I'm freelancing on.
Does anyone know if MTB 2.0 supports blended materials i.e. Cracked concrete overlaying un-cracked concrete. This would be blended using vertex coloring to determine which is visible on what parts of the model?
Does anyone know if MTB 2.0 supports blended materials i.e. Cracked concrete overlaying un-cracked concrete. This would be blended using vertex coloring to determine which is visible on what parts of the model?
Not currently, layering will be added in an update some time in the future as well.
Replies
Yeah, there's a bunch of stuff in there that we never got a chance to document, so I'm really excited to get this tutorial finished and get it out there.
I'm really glad you like the presentation, my goal was to provide a good mix between traditional text tutorials, but also show visually what settings to like you would see with a video tutorial, and more importantly provide a quick reference when you want to look at something again.
anyways, how do you get such sharp shadows ?
that seems to be one thing i cant get sharp enough no matter what size model i test with.
are these all dynamic lights shadows ?
*edit*
nevermind, just noticed the lighting tutorial and as i suspected the shadows are in fact from dynamic lights.
seth.: Yeah, the translucency mask is really cool, perfect for ears, wax, etc.
Haz: DO WANT.
ILLMATICC, Brandon: Thanks guys, glad to hear that its useful.
this would really open up more possibilities for the sss shader. right now if i want to have a different translucency color within same material it seems to be impossible.
if there is a workaround to that please let me know.
You can add color variation to the dermis color with the skin tone texture, and color variation to the translucency effect with the translucent texture. There isn't any way to add color variation via texture map to the sub-dermis though, perhaps something we can look into for TB2.
now both dermis and scatter colors are matching closer to the skin tone map.
Oh yeah, if you're putting skin tone variation in the skin tone map, you should set the dermis color white, otherwise you'll be tinting it twice (with the texture content and the color picker value).
i was testing this on an asset with multi-color(green, orange, cyan, red) plastic surfaces so the subdermis color needs to be different on each area.
dermis color has been white all the time while the subdermis color was green. this seems to have multiplied green with all the other colors in the skin tone map.
only work around i found is using white on both dermis and subdermis and then just using skin tone and translucency maps on top of that.
Ah ok, if you can easily separate the various colors into their own mesh chunks and apply a different material that would probably work best.
Also, if are you using Max 2010+ or Max 2008/09 with Polyboost, you have access to baking a Subsurface and Density map, two good places to start.
Inverted AO Map bake is another way, it's the same way Max bakes, but other applications like Maya, XSI, Blender and XN don't automatically do it, so you need to set it up manually.
the hair on the marmosets as where
her way
Getting Started with Toolbag 2
u can bake them in knald too.
Would I be able to run a whole animation with this?
this real time game like rendering could really work well for my workflow.
Not at this time, animation support is something we plan on adding at a later date.
Not currently, layering will be added in an update some time in the future as well.
We've got a big thread over in tech talk dedicated to TB2 as well: http://www.polycount.com/forum/showthread.php?t=128766
Thanks for the quick reply. Keep up the good work.