Very good skin shader, highly recommended.

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  • #1761360
    Pharrell Williams
    Participant
    Rank: Rank-1

    Just so you know, Soto just released this product and with it, a standalone PBR skin shader that could work with any existing IRAY based skin without problems.

    Breast Utilities 2 for Genesis 8 and 8.1 Females (CORRECT LINK)


    It add alot of details and make the skin look much more realistic, and you can apply the shader either to the geoshell or directly to the body surfaces(Body/Torso, arm and leg, face..)
    Though I would share cause at a glance the breast ultilites 2 is just a new skin shader for the chest area, but its so much more and many of you would have missed it.

    #1761363
    jon kim
    Participant
    Rank: Rank 5

    I haven't yet tried that, but good to know and,

    also these products make it very easy to use the PBR shader with your original skins:

    Skin Detail Resource 2

    Skin Detail Resource 3

    used in conjunction with:

    Ultimate PBRSkin Manager (*Update)

    All you need do is apply the skin detail and then enable the buttons in PBR Skin Manager

    #1761374
    31971207
    Participant
    Rank: Rank-1

    Can someone help me with a quick tutorial of how to use these products on G8F characters?

    Edit: I know how to apply PBRskin shader to G8F Uber skins but it requires a lot of adjustments that I don't have the knowledge to tinker properly. The BreastUtility2 says it can add PBRskin details to UberSkin shaders but doesn't say how.

    #1761386
    Pharrell Williams
    Participant
    Rank: Rank-1

    @i53570k Just select your character surface tab, choose body/face/leg/arm, whatever surfaces you want to add the details, prefer all of the following: head face body/torso arm and leg.
    Click and select the surfaces, navigate to breast ultilities 2 folder, click the shader subfolder and run the shader script. After that, scroll up to the "Material presets" and and add the skin detail, specular, tiling etc. Try changing the UV map to base female if you encounter any problems.
    In my opinion this shader is much better than the PBR skin shader one, and its also non destructive. Good thing Soto is also planning to expand this skin shader to a new standalone product with much more options.

    @pumpher
    How do you use these texture maps?

    #1761558
    jon kim
    Participant
    Rank: Rank 5

    @conkec1993 @i53570k
    They apply the micro skin textures automatically however, as @littlepleasures says, they will increase your VRAM usage and they are tiled. That+ Iray is damn inefficient.(Consider learning Cycles instead)

    As for micro detail, I do render at 4K/1080p in DS and that makes a significant difference, even at 1080p, in renders from the waist up and, if your aim is ultra realism(without bad bump maps). I've had no issue, but sometimes I forget, not everyone is fortunate enough to have 24GB of video and 64GB of system memory. I create maps in 2k/4k but 2k maps is sufficient, as you would get no benefit with 4k unless you render in 4k, need "close" closeups or plan on cropping images significantly. Otherwise, the eye really can't tell the difference anyway.

    There are multiple tutorials on youtube/deviantart about adding the “Daz PBRSkin” shader to your skins and creating/customizing maps. Also, for a better understanding of Iray SSS, diffuse, translucency, etc., and if you haven't already, I would suggest watching the "Skin Shading Essentials" tutorial(link below). You can often significantly improve your Iray skins from their defaults(with or without micro textures), and change their skin tones, roughness, skin gloss, etc. As for micro textures, I would encourage you to do as @littlepleasures recommends first and see the results of learning proper settings. He definitely knows more about Iray than I do. Have fun 🙂

    https://zonegfx.com/skin-shading-bundle/

    #1761559
    31971207
    Participant
    Rank: Rank-1

    @pharrelwilliams @jonkim

    Thanks for the replies. Sadly understanding what the shader settings are and how to tinker with them is like understanding what lighting does and actually knowing how to light 🙁

    I caught up with the Breastutility2 discussion on Daz forum and using these products to add details to UberSkin G8F still requires additional tinkering to look right. Too much learning curve to climb through in addition to the tons of other learning curves I am still climbing for the incremental benefit. Next iterations sound like will be more polished for easier use.

    #1761561
    jon kim
    Participant
    Rank: Rank 5

    @i53570k
    sorry 31971207, Daz Studio is really simple and fun, but you have to start from the beginning. I'm not sure what level you are at but I promise it's not as complex as it now seems. My fault for directing the conversation to you. It was more intended for @conkec1993 (Pharrell Williams). If you need help I can direct you to some videos that were very helpful to me. If you want to contact me, direct the message to @pumpher, not @jonkim. you can click on anyone's avatar and it will show you their contact name.

    #1761562
    jon kim
    Participant
    Rank: Rank 5

    @i53570k
    I have sent you a friendship request and will be glad to help. Feel free to ask me anything and I will answer any question at the level you're at. You can private message me on my page. 🙂

    #1761566
    Frank21
    Participant
    Rank: Rank 5

    At the risk of repeating myself, these shaders add nothing to add to realism. Let's take a face for example. The skin pores on the nose and ala in particular are about 3 times the size as those on the cheeks and other facial regions. How the hell is a one-size-fits-all shader that doesn't take into account how skin differs vastly between interconnected areas of the skin surface is supposed to add to realism? After all, they are supposedly designed for close-up rendering of the face. If not then what the hell are they for anyway?
    Show me a face with absolutely no differentiation in skin detail across it and I'll show you a robot's face, or a 5 year old's face or perhaps Selena Gomez in pancake makeup, which she doesn't need BTW being so cute anyway... sigh... dribble.
    These things are best left to normal and/or displacement maps that at least use a UV map to distribute variations across a region. Daz selling these so called PBR shaders as an aid to realism... yeh pull the other one.. con job.

    #1761568
    GAMI SETA
    Participant
    Rank: Rank-2

    Shader is good yes, but daz should implement stuff like that already. The way they go is in a few years, buy left boob, left areola, left nipple, left boob shader, left areola shader, left left left left.

    Stuff like that should be AiO, from the start

    #1761571
    jon kim
    Participant
    Rank: Rank 5

    @frank22
    Not true If you use alphas in combination with customs created with the same sets in PS and sculpted in Zbrush. The set is just a starting point. Results are superior to the normals that come with many of my characters. Especially to sets that only come with shitty bump maps.

    #1761579
    Frank21
    Participant
    Rank: Rank 5

    What are the alphas? I know little of them. Are they UV mapped for the face?

    #1761581
    jon kim
    Participant
    Rank: Rank 5

    From Google:
    The alpha channel stores the selection as an editable grayscale mask in the Channels panel. Once you store the selection as an alpha channel, you can reload it at any time or even load it into another image.

    https://pixologic.com/zbrush/downloadcenter/alpha/

    Also commonly used in Zbrush for sculpting

    #1761583
    jon kim
    Participant
    Rank: Rank 5
    #1761623
    Frank21
    Participant
    Rank: Rank 5

    Question then- my contention is that these wonderful PBR shaders don't take into account the variation in details across, let's say a face map, so that the natural differences that are apparent between the skin pores in said face are blancmanged into into a uniform standard across the entire map. The only purpose as I can see it is that these shaders are designed to be used in close-up renders, you wouldn't use them otherwise. So why the ruddy lime would you use something that that produces a less realistic affect to render in close-up, knowing full well that in reality human skin looks nothing of the sort, at least for anyone over the age of 8. I contend that if you're going for some sort of uniform skin effect, that looks like makeup applied to the face to make the whole thing look like a fashion magazine shot, you may as well use any of dozens of already available character textures/shaders that do an equally crap job at it. A product that produces nothing but a uniform bumpy skin without regard to where it is, is just cheep and nasty and "oh look" my skin now has little pores... get real. It contributes nothing to realism apart from Daz.com revenue flow.

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