abvfx Posted September 11, 2015 Share Posted September 11, 2015 (edited) Something i have been working on recently. I'm still tweaking the geometry, maps and started on the fur. Gonna be doing peach fuzz, eyebrows, eyelashes and obviously hair. Probably various hairstyles because i have tons of reference. I have also been testing different blendshape and corrective methods. I think i have something that works well, best of all it's fast. But more on that when i have developed it more. Zbrush Screenshots - details are separated out into layers so i will be tweaking how much i push them. Base Geometry / Topology So that's the geometry, anything else im sure you will see in other posts. Test render so far - A little saturated and SSS is a bit thick but its a start Default Mantra Surface Shader. Col, Spec, Disp, Gloss, SSS map. Have yet to do an Attenuation map. Edited June 8, 2016 by abvfx 2 Quote Link to comment Share on other sites More sharing options...
sebkaine Posted September 11, 2015 Share Posted September 11, 2015 (edited) Great Stuff Andrew ! You are using Dany Shader for sss ? Edited September 11, 2015 by sebkaine Quote Link to comment Share on other sites More sharing options...
abvfx Posted September 11, 2015 Author Share Posted September 11, 2015 Cheers Emmanuel, I should use test it with Dany's SSS shader. I had some great results with it with the hitchcock character, but this is done with stock Mantra Surface Material. I will post some more tests along with passes and material settings probably over the weekend. I don't think i am doing anything different, i will have to check the VOP. I know i added a few more image plane parameters just in case i need them. Maybe when all is done i will do a character walkthrough with Houdini like i did with the Fur setup. 1 Quote Link to comment Share on other sites More sharing options...
abvfx Posted September 14, 2015 Author Share Posted September 14, 2015 Here are a few more samples i did over the weekend.Just some stats for reference.Model is 4ft tall, Unit length is set to 1 m.DiffuseIntensity 0.4SSSAmount 0.7Scattering Phase 0.5Single Scattering is OFFMultiple Scattering is Local BRDF + Global Point Cloud (i think i might have adjusted the default settings in he physicalSSS Vop will have to check later)Intensity + Quality 1Subsurface Color Map is largely reddish. I will post it later.Attenuation 20Sometimes i do switch the diffuse amount to 3/4 and SSS to 6/7. Working on eyelashes, eyebrows, tweaking of geo etc. 1 Quote Link to comment Share on other sites More sharing options...
sebkaine Posted September 14, 2015 Share Posted September 14, 2015 keep up the great work Andrew ! What are your Render time per frame for HD in PBR with this ? Quote Link to comment Share on other sites More sharing options...
abvfx Posted September 14, 2015 Author Share Posted September 14, 2015 It depends, i normally do tests with a HDR, a large area light as a directional key, col,spec,gloss, true displacement, and at least 1 bounce, @ 1080p. Roughly 2:30 mins. But this will get longer with more maps and fur (which takes the longest by far, more specifically the shadows ). I actually need to look into being able to render it separately, because every time i try some phantom setup, it never looks as good as a full beauty render. Shadows look awful, and it's the shadows that really sell the look in my opinion. Quote Link to comment Share on other sites More sharing options...
sebkaine Posted September 14, 2015 Share Posted September 14, 2015 (edited) i don't know if it would be possible to mix PBR / Micropolygon PBR to get ptc base sss in PBR + depthmap shadow hair in Micropolygon PBR ... as anything is generally possible in H that would be interesting to find how to do that , in order to avoid a 2 pass PITA when i was playing with vex i fall on this http://www.sidefx.com/docs/houdini14.0/vex/functions/pathtrace i never had the time to play with this but it's interesting ! maybe some test with Dany shader would be cool to make some comparison ... Edited September 14, 2015 by sebkaine Quote Link to comment Share on other sites More sharing options...
abvfx Posted September 16, 2015 Author Share Posted September 16, 2015 (edited) Yea i was doing hair in MPR standard, but never used the MPR PBR. I did this test in February. And that was all PRB. I tried the MPR and it just didn't look the same. I might try brute forcing it again this time. But i need to know how the sort out the passes because they never sit right. Here is the current look of the skin, with slightly different lighting. Again no attenuation map (just Col, Reflect, Gloss, SSS)... im wondering how much of a difference that will make to the overall look. I know its needed but i feel imm still a ways out from the quality i want. I will try Dany's shader next but its an old version back when he was developing it. Still working on eyebrows and lashes. About 50% done but i think im gonna modeling each one because you need that level of control. Edited September 16, 2015 by abvfx 2 Quote Link to comment Share on other sites More sharing options...
sebkaine Posted September 16, 2015 Share Posted September 16, 2015 (edited) This sss is great andrew ! keep posting ! But i don't like the hair for the moment , this is raytraced shadow ? Would it be possible to make a test in Micropolygon PBR for Hair with the same env and shadow maps only with 2 bounce of diffuse ? Edited September 16, 2015 by sebkaine Quote Link to comment Share on other sites More sharing options...
abvfx Posted September 21, 2015 Author Share Posted September 21, 2015 (edited) Its is PRB the MPR dotnest look as good. But like i said this test was done in Feb. It is not the final look of the hair. Here is the first pass on the Brows and Lashes. Edited September 22, 2015 by abvfx Quote Link to comment Share on other sites More sharing options...
abvfx Posted September 22, 2015 Author Share Posted September 22, 2015 More shader tweaking. Having problems with the lashes and brows, need to work on them more. 1 Quote Link to comment Share on other sites More sharing options...
abvfx Posted September 30, 2015 Author Share Posted September 30, 2015 (edited) Been working with attenuation maps.... no matter how i create them, just introduces trouble. Re-sculpted/groomed the eyebrows and lashes, still need a little tweaking, but trying to work with shader...getting awful results so far. Need to tweak color maps. But managed to get that "fleshy" feel to the character now. No more point clouds either, since it will be deforming and it's just more accurate multi scatter is raytraced. Edited September 30, 2015 by abvfx Quote Link to comment Share on other sites More sharing options...
abvfx Posted October 17, 2015 Author Share Posted October 17, 2015 (edited) So i took a bit of a break on this as i knew H15 would be coming out. So now that is out first thing i did was use the new skin shader. I still kinda dont know what im doing. This is just the results of lots of tests. The help is sparse, shallow scatter color = The color of shallow subsurface features . Would love an example file or even use it on the Pig test geoemetry as that still uses a Mantra surface general shader. Edited October 17, 2015 by abvfx 1 Quote Link to comment Share on other sites More sharing options...
Kardonn Posted October 18, 2015 Share Posted October 18, 2015 Didn't know they updated their SSS model for H15, excited to try it out now! Quote Link to comment Share on other sites More sharing options...
abvfx Posted October 20, 2015 Author Share Posted October 20, 2015 Its is essentially layered PhysicalSSS Vops to simulate the various layers, shallow/mid/deep scatter depths. Here is the start of some Hair testing. 2 Quote Link to comment Share on other sites More sharing options...
Sankar Kumar Posted October 20, 2015 Share Posted October 20, 2015 Your works are great... Keep posting Quote Link to comment Share on other sites More sharing options...
sebkaine Posted October 21, 2015 Share Posted October 21, 2015 Its is essentially layered PhysicalSSS Vops to simulate the various layers, shallow/mid/deep scatter depths. Here is the start of some Hair testing. Great stuff Andrew ! Full PBR / Raytraced shadow ? Quote Link to comment Share on other sites More sharing options...
abvfx Posted October 22, 2015 Author Share Posted October 22, 2015 Yep full PBR, but i am not happy at all with the results i am getting. I am having a tough time with long styles and getting them to render well. I just need to understand styles better and how others are rendering hair (in any package) and how to get nice settings with the Fur node, either it is too clumped and it splits strands too close or the radius is too wide it makes hair too smooth. Just needed to keep practicing/testing. Quote Link to comment Share on other sites More sharing options...
abvfx Posted October 25, 2015 Author Share Posted October 25, 2015 Some more hair testing today. More styles to try. Quote Link to comment Share on other sites More sharing options...
abvfx Posted May 23, 2016 Author Share Posted May 23, 2016 (edited) Just testing some of the new features in H15.5. The main hairstyle was done in H (i have yet to replace the eyebrows and lashes). Don't think i will be using a 3rd party for grooming anymore. Edited May 23, 2016 by abvfx 1 Quote Link to comment Share on other sites More sharing options...
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