HumanSurface: Difference between revisions

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HumanSurface supports tiling textures via the __Tiling__ parameters.  If tiling is set to ''3'', the texture will be repeated or tiled 3 times.
HumanSurface supports tiling textures via the __Tiling__ parameters.  If tiling is set to ''3'', the texture will be repeated or tiled 3 times.


[[HumanSurface_ui_tiling.jpg]]
[[Image:HumanSurface_ui_tiling.jpg]]


{| border=1
{| border=1
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| [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]]
| [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]]
|}
|}


=== Opacity===
=== Opacity===

Revision as of 00:08, 22 January 2010

BuyNow.jpg

Next Generation surface shader for DAZStudio providing HDRI reflection support, Subsurface Scatterings, translucency and more.

Product Description

See the DAZ Product Page or Artzone Wiki for a full product description.

HumanSurface pp01 med.jpg

User Guide

Tiling

HumanSurface supports tiling textures via the __Tiling__ parameters. If tiling is set to 3, the texture will be repeated or tiled 3 times.

HumanSurface ui tiling.jpg

Tiling 1 1 Tiling 3 2
HumanSurface tiling 1.jpg HumanSurface tiling 3 2.jpg

Opacity

HumanSurface_ui_opacity.jpg


Specular

HumanSurface_ui_specular.jpg

Glossiness

The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff.

DAZ Studio Default HumanSurface
HumanSurface glossy dz p50.jpg HumanSurface glossy om p04.jpg
Glossiness 50% Glossiness 4%

Alert.png You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like.

Glossiness 0% Glossiness 4% Glossiness 20% Glossiness 50% Glossiness 100%
HumanSurface spec gloss p00.jpg HumanSurface spec gloss p04.jpg HumanSurface spec gloss p20.jpg HumanSurface spec gloss p50.jpg HumanSurface spec gloss p100.jpg

Sharpness

The following images were rendered with specular only; Glossiness of 4%.

|| Sharpness 0% | Sharpness 50% | Sharpness 100% HumanSurface spec gloss p04.jpg|HumanSurface spec gloss p04 sharp p50.jpg|HumanSurface spec gloss p04 sharp p100.jpg||


Reflection

HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects.

Alert.png More info on creating HDR can be found in the __Creating Environment Maps__ section on the UberEnvironment page.

HumanSurface_ui_reflection.jpg

|| Reflect Strength 400%; Blur 0% | Reflect Strength 400%; Blur 5% HumanSurface refl strength400.jpg|HumanSurface refl strength400 blur05.jpg||

Fresnel

Fresnel's law basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect.

|| Sharpness 0% | Sharpness 50% | Sharpness 100% HumanSurface refl strength400 fstrength100 ffalloff1.jpg|HumanSurface refl strength400 fstrength100 ffalloff1 fsharp50.jpg|HumanSurface refl strength400 fstrength100 ffalloff1 fsharp100.jpg||

|| Falloff 1 | Falloff 5 HumanSurface refl strength400 fstrength100 ffalloff1.jpg|{img HumanSurface refl strength400 fstrength100 ffalloff5.jpg||


Velvet

The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of "Peach Fuzz" on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1.

HumanSurface_ui_velvet.jpg

|| Falloff 5 | Falloff 20 | Falloff 50 HumanSurface velvet falloff05.jpg|{img HumanSurface velvet falloff20.jpg|{img HumanSurface velvet falloff50.jpg||


Subsurface Scattering

Subsurface Scattering can be used to simulate the scattering of light through transluscent surfaces like skin.

All images were rendered with a gray diffuse and red Subsurface Color.

Alert.png Subsurface Scattering is based on Diffuse; Diffuse must be active in order for Subsurface Scattering to work.

HumanSurface_ui_sss.jpg

Refraction

Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface.

|| Refraction 1 | Refraction 1.5 | Refraction 5 HumanSurface sss strength100 kfr1.jpg|{img HumanSurface sss strength100.jpg|{img HumanSurface sss strength100 kfr5.jpg||

Scale

The Scale of the objects; this effects how far the light scatters through the object.

|| Scale 2 | Scale 4 | Scale 6 | Scale 10 HumanSurface sss strength100 scale2.jpg|{img HumanSurface sss strength100.jpg|{img HumanSurface sss strength100 scale6.jpg|{img HumanSurface sss strength100 scale10.jpg||


Displacement

The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements.

((3Delight)) allows ray tracing before or after displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing after will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes.

In order to ray trace after displacement, turn __Trace Displacements__ on.


Tips and Tricks

  • Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the Strength of the Secondary Specular.
  • Often Better results can be achieved by using Reflection in stead of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided).