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#71
Materials / Re: Realistic skin material
Last post by luis.alcala86 - October 01, 2022, 12:37:41 PM
so trying to really understand this concept and I am figuring out more and more than some things are up to preference and direction. I understand that there are some things that you just cant technically get away from and I am ok with that. Its just nice to see what small changes happen when you are testing things out. Would really like some feedback if yall have a few minutes. Ended up using a preset from the library, human skin sand 50mm, and made small hue changes to fit my scene. Did a test with the translucent material and also the translucent medium and here they are side by side. The shaders have the color map in their respective slots and also the normal map. All other color blocks are default. Setup the translucent material then switched over to the medium version with the same settigns and rendered. Crazy the difference you see. What do you all think?
#72
Materials / Re: Realistic skin material
Last post by luis.alcala86 - September 30, 2022, 04:40:30 PM
Did one more render going back to the translucent medium and attempted to use all the maps provided. Here is a comparison of both. Would really like to see what you all think. Thank you again.
#73
Materials / Re: Realistic skin material
Last post by luis.alcala86 - September 30, 2022, 04:04:37 PM
Heres another question, what would a radius map be used for in rendering skin. Its one of the maps that came with the model. Looks like this:
#74
Materials / Re: Realistic skin material
Last post by luis.alcala86 - September 30, 2022, 02:55:27 PM
Did an additional test after I did a bit more of a deep dive on focusing on TGS suggestion and playing with the translucent material. The surface color i made it almost pure white as to not influence the overall texture used for the diffuse/color map. The subsurface color made it a darker red and I changed the translucency value to 80mm for my scene. I think it better represents the SSS and translucency of the skin. I might be wrong but maybe someone in the community can help. I took my specular map and inverted it with a color to number node to plug into the roughness slot as to not use a solid color value for the roughness. I also ticked on the the GI button on the translucency material as I think it looked better than having it off. What do you all think? Better? Worse? Its my first attempt ever at something like this and I am trying my best to come up with a workflow and knowledge on this matter so I really do appreciate everyones time.
#75
General discussion / Re: Linux network rendrer
Last post by Niko Planke - September 30, 2022, 04:25:11 AM
Hey germannick,

The message "Cannot load library /home/emka/keyshot_network_11/bin/luxgpupt.so: (libcuda.so.1: cannot open shared object file: No such file or directory)", will show on any system that does not have an RTX capable driver or GPU installed.

If you do not have an Nvidia GPU or do not intent to use GPU rendering on the Worker, the warning can be ignored. The installation should still allow you to continue.

If you have a compatible GPU and you intent to use it, please make sure you have a supported version of the nvidia drivers installed.
Running the command: "nvidia-smi" should return the current driver version. If you receive an error with that command the nvidia driver might not be installed correctly.

Of cause for Linux the outcome can differ depending on your Distribution, so the guide above might yield different results on your system.

I hope this information helps you getting further with this.
If you have additional questions, please contact the Support team for more in depth troubleshooting.
#76
General discussion / Re: Region render preview diff...
Last post by Niko Planke - September 30, 2022, 03:55:51 AM
Hey Cody,
Thanks a lot for providing the additional information it gave us just the right hint.
I have found at least one way to reproduce this now.

The issue appears to be triggered with specific aspect ratios (in my case 1600x1200) if the region is located directly along the bottom edge.
Be aware that this can also happen in Local rendering.

I will provide that information to the developers to get this adressed asap.

Thanks again for providing the information.


#77
Amazing Shots / Product Visualization Exercise...
Last post by Tommyc - September 30, 2022, 12:57:27 AM
Hi everyone!

It's been a while, here to share my following compilation of rendering visualization exercises, 2021/2022.
This includes Instagram weekly design prompts by @renderweekly, @colourweekly, and @designworkout.

Some cloud models, but are primarily modeled in Rhino 3D. Rendered in Keyshot.

You can check out the rest on Behance:
https://www.behance.net/gallery/153794093/Product-Visualization-02

Let me know what you think. Thanks!

Cheers,
Tommy
https://www.instagram.com/tommyy.design/
#78
Materials / Re: Realistic skin material
Last post by luis.alcala86 - September 29, 2022, 06:35:56 PM
Ok TGS,

Switched over to the Translucent and here is what came out of it. I think something is happening. What are your thought my wonderful people?
#79
Materials / Re: Realistic skin material
Last post by TGS808 - September 29, 2022, 05:32:45 PM
Give the Translucent material a try instead of the Translucent Medium.
#80
Materials / Re: Realistic skin material
Last post by luis.alcala86 - September 29, 2022, 05:22:54 PM
back at it here. Thought about this last night to add some more info and see if the gurus could help out. I added a box to the scene that encompasses the head and here are the measurements that come up. Is the scale for the translucency ok or should I lower it or increase it. I understand that scene scale makes a big differrence on how the SSS and translucency is represented. Just trying to wrap my head around this. I did read majority of the posts by evilmaul and the results he has been able to accomplish are amazing. Would be awesome to see his process and share some knowledge with the community. Anyhow, i appreciate everyones time and input on this. Going to keep playing with it and see what comes of it.