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Thread: SKIN shader / SUBSURFACE SCATTERING

  1. #1
    Living over there... MAUROCOR's Avatar
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    SKIN shader / SUBSURFACE SCATTERING

    Hello you guys. Hope you are having a lot o fun playing with LW 2018.

    I donīt know if someone asked about this before - lots of threads to read, sorry - but I would like to know if you are having problems with the new SKIN shader.
    I just canīt make it right using NORMAL MAP.
    Are you getting good results?
    If yes, can you post a sample, please?

    I would like to ask to the beta testers the same, examples and scenes.

    There is a beautiful render that Rebel Hill did. Would be possible to share this scene once it is a free model, please?

    http://static.lightwave3d.com/market...html#images-15
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  2. #2
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    if you are using a normal map from 2015, invert the y as (thbomk) 2018 now does things the standard way as other apps. see if that helps.

  3. #3
    Steam username: Carm3D Carm3D's Avatar
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    I was having the same problem. I learned today that normal maps do nothing with the skin material. Use Principled BSDF material with subsurface settings instead. The more subsurface scattering you use, the less your normal maps will show.
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  4. #4
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    principal shader seems to work ok with normals. you could try putting normal into the surface input instead?



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  5. #5
    Electron wrangler jwiede's Avatar
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    Quote Originally Posted by Carm3D View Post
    The more subsurface scattering you use, the less your normal maps will show.
    That's not so surprising if you think about how SSS (and similar) shaders and normal maps actually work.

    On SSS-heavy surfaces, the usual answer would be to switch from fine-detail normal maps to micropoly displacement, but...(shrug).
    Last edited by jwiede; 01-06-2018 at 08:53 PM.
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  6. #6
    Steam username: Carm3D Carm3D's Avatar
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    The exception to that rule is that reflections on SSS materials are still 100% influenced by normal mapping. Just not the diffuse.
    Carm
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  7. #7
    Living over there... MAUROCOR's Avatar
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    Thank you for your help, guys, really appreciated!

    I just found out the problem in my case.

    In the EDIT IMAGE the Color Space of my Normal Map image was as DEFAULT. In LW2018 the default is sRGB. So, to make it works properly I had to change the Color Space to LINEAR and it worked like a charm.

    Thank you again, guys!
    Last edited by MAUROCOR; 01-07-2018 at 05:46 AM.
    Ground control to Major Tom

  8. #8
    The other way round Carm... Normal maps don't do much with SSS, they work for everything else... Skin consists of 3 layers of SSS and 2 spec, so they only work with the spec layers...

  9. #9
    Grumpy Faux-Waver DogBoy's Avatar
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    Quote Originally Posted by Tobian View Post
    The other way round Carm... Normal maps don't do much with SSS, they work for everything else... Skin consists of 3 layers of SSS and 2 spec, so they only work with the spec layers...
    That's what he said: It only works on the Spec
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  10. #10
    Living over there... MAUROCOR's Avatar
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    I donīt agree with the fact Normal Map works only with spec layers. There is no reazon for that. I understand if you have a great amount of SSS of course it will wash out the micro details but if not it shouldnīt do that.

    Rebell Hill, I am trying to thank you for your feedback but your inbox private message is full. So thank you anyway.

    Could you share your scene with us, please? There is not much sample/examples of SKIN in this release in my opinion, so if you could do that would be amazing. http://static.lightwave3d.com/market...html#images-15

    For some reazon Antti didnīt answer my message.
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  11. #11

    Could you share your scene with us, please?
    personally, i think that's a bit much to ask.

    For some reazon Antti didnīt answer my message.
    i think that guy is superbusy.

    even though it is in LW2015, Chris Jones' older posts might help a bit...
    here, a Sigma2 process >
    http://forums.newtek.com/showthread....rogress/page11
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  12. #12
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    Quote Originally Posted by MAUROCOR View Post
    Could you share your scene with us, please? There is not much sample/examples of SKIN in this release in my opinion, so if you could do that would be amazing. http://static.lightwave3d.com/market...html#images-15

    For some reazon Antti didnīt answer my message.
    were you referring to the scene for the image I posted?

    Edit, ok I see, the one on the LW install

  13. #13
    Living over there... MAUROCOR's Avatar
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    Quote Originally Posted by erikals View Post

    A - personally, i think that's a bit much to ask.

    B- i think that guy is superbusy.

    C - even though it is in LW2015, Chris Jones' older posts might help a bit...
    here, a Sigma2 process >
    http://forums.newtek.com/showthread....rogress/page11
    A - Why? He was a beta tester and the head object is free. What is the problem?

    B - Yes, maybe. But I think the content is very poor for a release of this magnitude. I miss Lino here in the forum.

    C - It is a different material. I would like more examples using SKIN in human models.

    But thanks for your feedback, erikals. I always watch your videos and learn a lot with them.
    Last edited by MAUROCOR; 01-10-2018 at 06:12 PM.
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  14. #14
    Living over there... MAUROCOR's Avatar
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    Quote Originally Posted by gar26lw View Post
    were you referring to the scene for the image I posted?
    If you can. Everything that could help is welcome.
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  15. #15

    A - Why? He was a beta tester and the head object is free. What is the problem?
    just saying that he might want to keep it to himself for misc reasons. (business/personal)
    let's see though, maybe he'll share some info.
    B - Yes, maybe. But I think the content is very poor for a release of this magnitude.
    only running trial, so can't say what the content lacks (i think there was a 2GB content file in the full version)
    I miss Lino here in the forum.
    i don't think he was very active at the forums? more on LightWiki.
    C - It is a different material. I would like more examples using SKIN in human models.
    yes, Sigma2 is the way to go for realism though, according to Chris and Andrew.
    But thanks for your feedback, erikals. I always watch your videos and learn a lot with them.
    cool, i'm always happy to hear when they are of good use. thank you.
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