Michalis, regarding the shadow settings, I just posted a test I made in my thread. have a look.
great work on that boy.
what where your sss settings in the last render?
Hey , thanks julian.
A lack of sleep is common to us these days.
I didn't use sss, just playing with resolution of BPR shadows and vdepth (see picture). Its a second pass render using back rims only. I also tested it in combination with sss passes, you may find it interesting.
Michalis, yeah, like most ZBrush features there is a lot of interconnetivity with the new rendering tools.
Another test you can do to see the connections between them is to set shadows and ambient occlusion to the same settings. Plus, set Bpr AO: gamma to 2. The results are the same. This means you can use one for hard shadows and one for soft gradual shadows too.
Also, have you played with multiple shader channels and their blending modes? There is a lot of power there, as well.
Thanks ryankingslien, its interesting as it seems that AO is depended on the angle of lighting as well. Now mask AO and export a baked shadows map. A kind of. lol
Shaders are the method to tell zb how to react with separated materials. If a single material is in use (a portrait) then we probably don't need sss shader at all. Just two or three passes with different lighting and BPR shadows parameters.
Michalis, yeah, do you remember the skin shader from Rimasson years back? If I remember correctly that used a separate shader channel for its SSS effect. You're also right to say that SSS is not physically accurate and more of a fresnel effect. Thank god for that, btw. I'm fairly decent with Maya but some of those shaders get complex! ZBrush's SSS is more about finding another route for artists to create realistic or illustrative renders.
I do think, though, that SSS has alot of value for any render. The problem I have experienced using it is having a simple workflow for developing its look. I had a pretty awesome demonstration of that a while back from the Pixologic team and I hope to be able to show it soon.
Last edited by ryankingslien; 11-25-10 at 11:55 AM.
I second that. I keep "preaching" that Zbrush rendering in general has its very own merits. yes, it can't do certain things that the big popular renders like Vray or Mental Ray do, but that goes vice versa. I recently actually tried to achieve a 'Zbrush' look in 3ds Max with Mental Ray and just couldn't get it there, at least not before I decided that I can't spend more countless hours on fiddling with it.Originally Posted by ryankingslien
Bottom line, I wouldn't compare Zbrush rendering to others, because that's a bit comparing apples and oranges. The Zbrush Render is a unique tool on its own, with its own advantages and drawbacks.
As most SSS methods are. Its easy to have sss with back lighting. But I like this red effect between light and shadow, this red passage. Its obvious that I need a different lighting angle to achieve this. Cheating, "Thank god for that, btw." Agreed.You're also right to say that SSS is not physically accurate and more of a fresnel effect.
Julian, you're a master of BPR. You could achieve great renders using mentalray-vray. These are superior engines. But we like rock&roll here.
You don't like to wait for a rendering. I don't like to spend more than some hours for the whole project.
Three lights set up. Shadows On.
Two sss passes (shadows Off), Here I use a single shader the fresnel overlay, a rather warm ochre, zero fresnel and 100% strength. As these will be separated maps and for Ps. All rims and sss are layered as screen. I colored the rims (ctrl(cmd)+U).
I worked a little in the background texture to simulate lighting.
I was reading a generic sss tutorial, (epidermal -subdermal etc you know ). I was looking at the separated pics and said 'why not try to have similar maps in zb?