Skin Surface Settings (DAZ 4.9 - Iray - GF2)

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:wave:

I was asked to share the skin surface settings in my recent images, so here goes:

Notes:
-
I cannot take credit for any of these, since I picked up all the suggestions over at DAZ Forums and some here on DeviantArt;
- These settings and adjustments are for texture sets originally designed for 3Delight. Texture sets designed for Iray are different, and I have not yet experimented with GF3 in DAZ Studio version 4.9;
- Maps are used only where noted (with masks for some surfaces);
-
Everything is still a Work In Progress (Isn’t it always? :))

***

Used in:

The 'Bu 
'song remains the same

Puddles

Question? 

Base Mixing: PBR Specular/Glossiness

Diffuse:
Base Color: 1.00, 1.00, 1.00 (with map adjusted in Photoshop to decrease color saturation and even out luminosity)
Translucency weight: 0.48
Base Color Effect: Scatter & Transmit
Translucency Color: 1.0, 1.0, 1.0 (with map, combined in Photoshop from diffuse map, blood vessel map and color tint layer)
SSS Reflectance Tint: 1.00, 1.00, 1.00 (can be adjusted to fine tune the color)
Glossy:
Glossy Layered Weight: 1.00
Share Glossy Inputs: Off (opens up Backscattering Color)
Color: 1.00, 1.00, 1.00
Glossy Color Effect: Scatter & Transmit
Glossy Specular: 0.0465206, 0.0465206, 0.0465206 (math involved, depends on desired index of refraction)
Glossiness: 0.60
Backscattering Weight: 0.08 (still experimenting with backscattering to deal with some issues)
Backscattering Color: 0.94, 0.57, 0.42 (arbitrary)
Backscattering Glossiness: 0.12
Backscattering Anisotropy: 0.32
Bump:
Base Bump: 0.40 – 1.00 range depending on the surface (with map, which is an LIE combination of default bump map and displacement map)
Normal Map: 1.00 – 1.40 range depending on the surface (with map, which is a result of a quick and dirty way of creating a new normal map from a default normal map and displacement map)
Top Coat:
Weight: 0.40
Color: 1.00, 1.00, 1.00
Color Effect: Scatter & Transmit
Glossiness: 0.84 for normal skin (this number should be equivalent to Roughness of 0.40 in PBR Metallicity/Roughness base mixing). In the images I am referring to I have used a value of 0.96 – 0.99
Layering Mode: Fresnel
IOR: 1.49
Bump Mode: Height Map
Bump: 2.00 (with same map as Base Bump)
Volume:
Transmitted Measurement Distance: 1.00
Transmitted Color: 0.681032, 0.367795, 0.229615 (math involved)
Scattering Measurement Distance: 0.10
SSS Amount: 1.00
SSS Direction: - 0.80 (still not sure, whether a negative or positive value gives a better result)

***

Surface settings for Pure were different, and were based on the approach similar to that in DAZ Studio version 4.8:

Base Mixing: PBR Metallicity/Roughness

Diffuse:
Base Color: 1.0, 1.0, 1.0 (with map, combined in Photoshop from diffuse map and blood vessel map with diffuse being more prominent)
Translucency weight: 0.20
Base Color Effect: Scatter & Transmit
Translucency Color: 1.0, 1.0, 1.0 (with map, combined in Photoshop from diffuse map and blood vessel map with blood vessel map being more prominent)
SSS Reflectance Tint: 1.00, 0.98, 0.88
Glossy:
Glossy Layered Weight: 0.50
Color: 0.56, 0.56, 0.56
Glossy Color Effect: Scatter & Transmit
Reflectivity: 0.50
Roughness: 0.55
Bump:
Base Bump: 3.0 (with map, which is an LIE combination of default bump map and displacement map)
Normal Map: 1.0 (with default map)
Top Coat:
Weight: 1.0
Color: 0.58, 0.58, 0.58
Color Effect: Scatter & Transmit
Roughness: 0.40
Layering Mode: Fresnel
IOR: 1.49
Bump Mode: Height Map
Bump: 8.00 (with same map as Base Bump)
Volume:
Transmitted Measurement Distance: 2.00
Transmitted Color: 0.72, 0.41, 0.29
Scattering Measurement Distance: 0.10
SSS Amount: 0.80
SSS Direction: 0.10


I hope this bunch of values and numbers help those who may be curious... :)


Sincerely,
Laspe


© 2016 - 2024 Laspe
Comments46
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crlvr's avatar
I am really hoping to learn the tips and advice to make such realistic looking skin in DAZ so really want to try this out, thank you. :thumbsup: Also was reading this link:

www.daz3d.com/forums/discussio… where the gentleman offered this:

EcVh0Posts: 535

To me, there is plenty of things that are important, but mostly about the skin itself rather than light, because to my belief a realistic skin should still look realistic, if it is just sun that shines on you

  1. Translucency and SSS: This is the most important factor to me, without it, no matter how good you are in photoshop the skin is still going to be lifeless, because of the lack of tone and how your tone shows/fades on different light conditions, getting translucency right is probably the most important thing, at least to me :)
  2. Glossy/Specular/Top Coat/Dual Lobe: This is the second most importantly thing to me, the glossy effect shouldn't just produce a shine white line on some part of your body where your light shines through, but rather the micro details of the skin that deflects/reflects the light at different angles, thus increasing the "bumpiness" of the skin rather than relying on the bump map itself
  3. Bump map/Normal: This is the third importantly thing for me, but be aware, you don't want it "too much", because in real life, you can only see the roughness of your skin, when you are really, really up close, like your full size camera is only rendering a part of your skin, too much, you might be able to increase the realisticity of the skin but hey, you are on the edge of diving into the uncanny valley and one bit more, you are gone into the bottom! So not too much, but not little
  4. Lightings: I put lights at the bottom of my list (still important!) mainly because I do not want to rely on lights to show the skin, one good HDRI enviroment, or simply the sky-sun environment with proper backlight, or an interior with properly placed light props (lamps, headlights etc) should be able to show the full realisticity of the skin, not pulling 10 other planes to act like some ghost lights or fill lights