SUNDAY SUNDAY SUNDAY!
Hey guys, Lee Devonald and I will be doing a live-stream this Sunday (the 22nd) at 1pm CST (-6 GMT). We'll go over how to use the skin shader, how to set up hair, lighting, and a few more things.
We'll be taking questions in the stream as well, but feel free to ask here as well and we'll try to answer them in the stream.
Replies
If time permits i'd love to join you guys. Tons of stuff I need to learn about TB2 and how all this shader magic works.
What exactly does a sub dermis map do and what is the general method for authoring them?
What is the best way to combat the effect of energy conservation in the skin shader? ( what I mean by that is if I make the subdermis red your skin will look sort of greenish. This gets really bad with more yellow skin tones.)
What factors contribute to the normal smoothing? I seem to get inconsistent result I think it's because of model scale.
What is the biggest change in the authoring skin textures when moving PBR?
Thanks again for doing this guys! Looking forward to the stream on Sunday.
Like Lee says we will probably livestream through youtube, we'll post a link here on Sunday before we go live.
I've set some cool looking shader but if I tweak the camera like changing the focal lenght the scattering and etc seems to be affected. The shadows get noisy and the scattering goes too soft just changing the camera settings.
Could you explain the relation?
Shadows if too smooth go crazy on skin shader. Any idea?
Does the scale of the piece really changes anything or its more related to the camera?
I realise that when I have mipmaps disabled hair works better. Why is that?
Why do I get a "brighter surface" under the nose (for example) if the hole is not closed?
Thanks in advance. I love everything about marmoset. Just want to undertand better how those things work to keep improving the final look. I really believe in realtime rendering and since Im coming from a traditional field, dont wanna spend time studying vray and etc.
Does Marmoset 2.0 support animation? If so can you walk through how to set it up?
How do you render out a good turn around? Whenever I try the process seems a bit buggy.
How does the fuzz map function and what is a good workflow for creating one?
Can't really find an ez-mode article discussing ggx :P
......yeah only stupid people I know
heheheh
...
Seriously, though, what kind of settings do you guys recommend for realistic skin shader setups as far as things like normal smoothing and occlusion blurring are concerned?
We'll be live soon! Thanks for the questions guys, and feel free to ask in the youtube comments as well and we'll try to get to them.
Hope the HD version also comes online so i can still review it later
thanks again guys
Heres a link to the scale reference object mentioned in the video: https://dl.dropboxusercontent.com/u/499159/scalecube.obj
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