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		<title>Making Skin Pop with the Daz Studio Iray Uber Shader &#8211; Part 2</title>
		<link>https://thinkdrawart.com/making-skin-pop-with-the-daz-studio-iray-uber-shader-part-2</link>
					<comments>https://thinkdrawart.com/making-skin-pop-with-the-daz-studio-iray-uber-shader-part-2#comments</comments>
		
		<dc:creator><![CDATA[Guest Writer]]></dc:creator>
		<pubDate>Sat, 16 Oct 2021 06:41:09 +0000</pubDate>
				<category><![CDATA[Daz Studio]]></category>
		<category><![CDATA[Iray]]></category>
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		<guid isPermaLink="false">https://thinkdrawart.com/?p=16582</guid>

					<description><![CDATA[This is part 2 of the Making Skin Pop with the Daz Studio Iray Uber Shader tutorial. Here, we address tweaking a chromatic skin. Part 1 provides an introduction to Daz Studio Iray skin shaders as well as how to convert monochromatic to chromatic skin.]]></description>
										<content:encoded><![CDATA[<p><em>This article and all of the images within were created by the very talented Melissa St. James. Copyright &copy; Melissa St. James. Check out her gallery <a href="https://www.deviantart.com/melissagt">here.</a><br />
</em></p>
<p>This is part 2 of the Making Skin Pop with the Daz Studio Iray Uber Shader tutorial. Here, we address tweaking a chromatic skin. <a href="https://thinkdrawart.com/making-skin-pop-with-the-daz-studio-iray-uber-shader-part-1">Part 1</a> provides an introduction to Daz Studio Iray skin shaders as well as how to convert monochromatic to chromatic skin. <a href="https://thinkdrawart.com/making-skin-pop-with-the-daz-studio-iray-uber-shader-part-1">Visit Part 1 here.</a> </p>
<div class="alignspace"></div>
<h2>Tweaking a Chromatic Skin</h2>
<ol>
<li>Open up a figure of your choice (I&#8217;m using Babina 8 for my example) in Daz Studio.</li>
<li>Open up the Surfaces tab. </li>
<li>You&#8217;ll notice that the SSS map slotted into the Translucency Color looks different this time – it would normally either be an exact copy of the Base Color map, or a lightened version of the Base Color map. (It is important to note that some skins might have a more in-depth SSS map that incorporates things like veins and vessels, but the vast majority are simple lightened versions of the Base Color map.) In the case of Babina 8, you will see the latter, a lightened version of the Base Color map. </li>
<li>(Optional) If the skin you are working with uses a copy of the Base Color map slotted into the Translucency Color, I would recommend lightening it slightly in Photoshop. For a generalized process, start with the color map and add a Hue/Saturation Adjustment layer with the following settings – Hue -5, Saturation -15, Lightness +20. This might need to be tweaked depending on the skin. Once you have a lightened version of the color map, load this new SSS map into the Translucency Color slot and move to the next step. </li>
<li>Change the Translucency Weight to .90 (you might need to play with this depending on the character).</li>
<li>Change the Base Color Effect to Scatter &#038; Transmit Intensity.</li>
<li>Change the SSS Reflectance Tint to 0.79, 1.00, 1.00. (you might need to play with this depending on the character, but I like this color almost all the time). </li>
<li>Scroll down on the Surfaces pane.</li>
<li>Change the Transmitted Measurement Distance to .15 (you might need to play with this depending on the character).</li>
<li>Change the Transmitted Color to 0.95, 0.20, 0.10 (you can definitely play with this depending on the character and skin tone you&#8217;re going for).</li>
<li>Change the Scattering Measurement Distance to .015 (you can play with this setting too).</li>
<li>Change the SSS Color to 0.95, 0.45, 0.55 (you can play with this setting too. In fact, you will have to depending on the character and look you&#8217;re going for).</li>
<li>Change the SSS Direction to -.25 (I typically don&#8217;t mess with this and leave it set to 0, but using small negative values, such as -.1 to -.25, can be helpful if there is too much scattering effect. This can vary greatly on lighting).</li>
<li>Repeat these steps for the Lips and Ears (I often do them at the same time as the Face since they use the same maps).</li>
<li>Repeat these steps for the rest of the skin surfaces &#8211; Arms, Body, Legs, Fingernails, Toenails, EyeSocket, etc.</li>
</ol>
<p>Again, play around with the settings! That&#8217;s how you&#8217;ll learn what you like and dislike and what different colors and numbers do. This is where you might think about tweaking the settings for Bump, Top Coat, and/or Gloss/Specularity. They all add up to the skin&#8217;s final results! And if you&#8217;re comfortable with Photoshop, you can even build upon the SSS map for more detail (blending tattoos into this layer can help immensely in making them look more realistic and less stickerific). Also note that I do not adjust eyes&#8230;you can easily slot in eyes from another character.</p>
<p>It looks like a lot of steps, but it&#8217;s really not when you get in the groove. It also really helps to save your go-to colors to the quick select in Daz. Please see the below comparison for <a href="https://www.dpbolvw.net/click-3576029-11555886?url=https%3A%2F%2Fwww.daz3d.com%2Fbabina-8">Babina 8.</a></p>
<div id='16595' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img src="https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Babina8_Tweaked_Iray_Skin-520x173.jpg" alt="Side by side face comparisons of out-of-the-box Babina 8 face and skin and tweaked Babina 8 face and skin." width="520" height="173" class="size-large wp-image-16595" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Babina8_Tweaked_Iray_Skin-520x173.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Babina8_Tweaked_Iray_Skin-280x93.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Babina8_Tweaked_Iray_Skin-768x256.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Babina8_Tweaked_Iray_Skin-460x153.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Babina8_Tweaked_Iray_Skin-220x73.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Babina8_Tweaked_Iray_Skin.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Middle face skin was made following the steps above. Far right face skin has changes to Transmitted Color and SSS Color to create a lighter skin tone.</div></div> <!-- End shiba-stage --></div></div>
<p>And just like with above, these steps work with darker skin tones, as shown below with Millawa 8, who has gorgeous skin out the box to begin with. My first tweaks are very subtle, but upon close inspection you can see that changing the Base Color Effect to Scatter &#038; Transmit Intensity enhances the toning of the skin (in this case I used a color of 0.37, 0.99, 1.00 which seems really bright but it&#8217;s subtle with Millawa&#8217;s skin maps).</p>
<div id='16597' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Millawa8_Tweaked_Iray_Skin-520x520.jpg" alt="Side by side face comparisons of out-of-the-box Millawa 8 face and skin and multiple tweaked Millawa 8 face and skin." width="520" height="520" class="size-large wp-image-16597" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Millawa8_Tweaked_Iray_Skin-520x520.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Millawa8_Tweaked_Iray_Skin-150x150.jpg 150w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Millawa8_Tweaked_Iray_Skin-280x280.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Millawa8_Tweaked_Iray_Skin-768x768.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Millawa8_Tweaked_Iray_Skin-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Millawa8_Tweaked_Iray_Skin-460x460.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Millawa8_Tweaked_Iray_Skin-220x220.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Millawa8_Tweaked_Iray_Skin-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Millawa8_Tweaked_Iray_Skin-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Millawa8_Tweaked_Iray_Skin-96x96.jpg 96w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Millawa8_Tweaked_Iray_Skin.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Comparison of out-of-the-box Millawa 8 skin with multiple tweaked Millawa 8 skins.</div></div> <!-- End shiba-stage --></div></div>
<p>And lastly, we have <a href="https://www.anrdoezrs.net/click-3576029-11555886?url=https%3A%2F%2Fwww.daz3d.com%2Fcelani-8">Celani 8,</a> another character with gorgeous skin out of the box. I changed the Base Color Effect and altered the Transmitted Color and SSS Color slightly, and the effect is very subtle. I also included a shot with her under different lighting so you can see how lighting itself has a huge effect on the same skin and settings.</p>
<div id='16599' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Celani8_skin-520x173.jpg" alt="Side by side face comparisons of out-of-the-box Celani 8 face and skin and tweaked Celani 8 face and skin in normal and altered lighting." width="520" height="173" class="size-large wp-image-16599" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Celani8_skin-520x173.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Celani8_skin-280x93.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Celani8_skin-768x256.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Celani8_skin-460x153.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Celani8_skin-220x73.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Celani8_skin.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Comparison of out-of-the-box Celani 8 skin with tweaked Celani 8 skin in normal and altered lighting.</div></div> <!-- End shiba-stage --></div></div>
<p>In conclusion, the best advice I can give is to not rely on using things out of the box. Don&#8217;t be afraid to roll up your sleeves and dig around in the surfaces panel. Play around with stuff to see what it does. What&#8217;s the worst that could happen if you end up with something you don&#8217;t like&#8230;just undo or reload! I hope this guide and these steps help get you started on achieving the results you want when it comes to the way skin looks, whether you&#8217;re a beginner or a grizzled veteran trying to get used to Iray for the first time. In time my goal is to write more tutorials in the future that take these steps even further and build upon them. Happy Rendering!</p>
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		<item>
		<title>Making Skin Pop with the Daz Studio Iray Uber Shader &#8211; Part 1</title>
		<link>https://thinkdrawart.com/making-skin-pop-with-the-daz-studio-iray-uber-shader-part-1</link>
					<comments>https://thinkdrawart.com/making-skin-pop-with-the-daz-studio-iray-uber-shader-part-1#comments</comments>
		
		<dc:creator><![CDATA[Guest Writer]]></dc:creator>
		<pubDate>Fri, 15 Oct 2021 07:42:49 +0000</pubDate>
				<category><![CDATA[Daz Studio]]></category>
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		<guid isPermaLink="false">https://thinkdrawart.com/?p=16571</guid>

					<description><![CDATA[Have you ever been frustrated with skin that looks flat in Daz Studio? Dull and lifeless? Rubbery with a distinct likeness to that of Gumby? Or maybe it just needs a little bit of pop? Most of the time, any of these issues can be attributed to SSS, or subsurface scattering, and there are a couple easy tweaks that can be made to drastically improve the look of skin in Daz. ]]></description>
										<content:encoded><![CDATA[<p><em>This article and all of the images within were created by the very talented Melissa St. James. Copyright &copy; Melissa St. James. Check out her gallery <a href="https://www.deviantart.com/melissagt">here.</a><br />
</em></p>
<p>Have you ever been frustrated with skin that looks flat in Daz Studio? Dull and lifeless? Rubbery with a distinct likeness to that of Gumby? (Google it if you&#8217;re too young to remember Gumby.) Or maybe it just needs a little bit of pop? Most of the time, any of these issues can be attributed to SSS, or subsurface scattering, and there are a couple easy tweaks that can be made to drastically improve the look of skin in Daz. </p>
<p><a href="https://thinkdrawart.com/making-skin-pop-with-the-daz-studio-iray-uber-shader-part-2">[Visit Part 2 of the tutorial which deals with Tweaking a Chromatic Skin.]</a></p>
<div class="alignspace"></div>
<h2>PBR Skin Shader vs Iray User Shader</h2>
<p>Before we get started, I wanted to make a quick note regarding the new skin shader that was introduced with Genesis 8.1, the PBR Skin Shader (<a href="https://www.anrdoezrs.net/click-3576029-11555886?url=https%3A%2F%2Fwww.daz3d.com%2Fforums%2Fdiscussion%2F467201%2Fstep-by-step-using-the-new-pbr-skin-on-genesis-8">it can also be used on Genesis 8</a>). &#8216;PBR&#8217; is actually a technical term. </p>
<blockquote>
<p>
Physically Based Rendering, according to <a href="https://en.wikipedia.org/wiki/Physically_based_rendering">Wikipedia,</a> is &#8216;a computer graphics approach that seeks to render images in a way that models the flow of light in the real world.&#8217;
</p>
</blockquote>
<p>Okay, well that was kinda vague. Both the PBR Skin Shader and the Uber Shader do this, so they are both technically PBR shaders. They use almost all of the same maps. So please don&#8217;t let Daz&#8217;s play at words lead you to believe that the Uber Shader is somehow lesser. It&#8217;s just different. While the PBR Shader has added a couple neat new tricks, it is also missing some neat tricks that will be made use of in this guide. Essentially, the PBR Skin Shader is a trade-off, and it&#8217;s up to the user to decide which they prefer. Please see the below comparison with <a href="https://www.tkqlhce.com/click-3576029-11555886?url=https%3A%2F%2Fwww.daz3d.com%2Fvictoria-8-1">Victoria 8.1</a>.</p>
<div id='16572' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial-520x260.jpg" alt="Side by side Victoria 8.1 face comparison of  Daz Studio&#039;s PBR Iray Skin Shader  and the Iray Uber Shader.." width="520" height="260" class="size-large wp-image-16572" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial-520x260.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial-280x140.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial-768x384.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial-460x230.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial-220x110.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Victoria 8.1 comparison of Daz Studio&#8217;s PBR Iray Skin Shader  and the Iray Uber Shader.</div></div> <!-- End shiba-stage --></div></div>
<p>It is so very much personal preference. Personally, I stick with the Uber Shader because it allows me to better control SSS. Now, if Daz were to update the PBR Shader to bring back the SSS capabilities that the Uber Shader gave us, then it would be the best of both worlds. But for the sake of this article, I will be sticking with the Uber Shader. (Another article may come at a later date that works specifically with the new Iray PBR Skin Shader.)</p>
<div class="alignspace"></div>
<h2>Spectral Rendering</h2>
<p>One other item of note is Spectral Rendering. A lot of folks don&#8217;t know what it is and a lot of folks don&#8217;t use it. Personally, I do, and I don&#8217;t. It depends on the scene and the skin I&#8217;m working with. It is supposed to be more actuate in terms of how it bounces light around the objects in the scene, some scenes more than others. The downside is that it has a particular tendency to make skin out of the box look like muddy, green, flat&#8230;blech. The tweaks I will be going over won&#8217;t work with Spectral Rendering. Well, they will&#8230;but they require different SSS settings to not look like muddy, green, flat&#8230;blech. It also can add exponentially to your render times, even with the same exact lighting. </p>
<p>Is it really worth it? That&#8217;s up to you to decide. Like I said, I&#8217;ve noticed that Spectral rendering works better with some skins than others. For the purposes of this article, due to length, I will be sticking with basic rendering. If folks enjoy this article, I will do a write-up of my tweaks translated to Spectral Rendering at a later date. For comparison, here is an example with <a href="https://www.jdoqocy.com/click-3576029-11555886?url=https%3A%2F%2Fwww.daz3d.com%2Fvictoria-8-1">Vicky 8.1</a> with my Iray Uber settings.</p>
<div id='16576' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Spectral_Rendering-520x260.jpg" alt="Side by side Victoria 8.1 Iray Uber Shader with and without spectral rendering." width="520" height="260" class="size-large wp-image-16576" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Spectral_Rendering-520x260.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Spectral_Rendering-280x140.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Spectral_Rendering-768x384.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Spectral_Rendering-460x230.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Spectral_Rendering-220x110.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Spectral_Rendering.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Comparison of Iray Uber Shader with and without spectral rendering.</div></div> <!-- End shiba-stage --></div></div>
<p>Okay! Ready to get started? Oh! I forgot to mention that if you want to follow along in Daz, I&#8217;m using <a href="https://hdrihaven.com/hdri/?h=studio_small_05">this HDRI</a> and no other lighting and default tone mapping. </p>
<div id='16580' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Environment_Settings-520x563.jpg" alt="Screenshot of my environment map lighting setup." width="520" height="563" class="size-large wp-image-16580" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Environment_Settings-520x563.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Environment_Settings-280x303.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Environment_Settings-768x832.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Environment_Settings-425x460.jpg 425w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Environment_Settings-203x220.jpg 203w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Environment_Settings.jpg 798w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>My lighting setup &#8211; Just HDRI and no other lighting or default tone mapping.</div></div> <!-- End shiba-stage --></div></div>
<div class="alignspace"></div>
<h2>Monochromatic vs Chromatic Iray Uber Skin</h2>
<p>The first step is understanding what type of skin you are starting with, and that really boils down to SSS (subsurface scattering). To put it simply, think of subsurface scattering as the way light shines through the skin. Skin is translucent, so it&#8217;s only natural that we&#8217;d see things like veins and, well, meat beneath it. Older Iray Uber skins, such as those found on G3 and a very small amount of G2 characters, use a type of SSS called <em>Monochromatic</em>. Newer Iray Uber skins, such as those found on G8 (and G8.1) characters, use a type of SSS called <em>Chromatic</em>. </p>
<p>Now, what is the difference between the two? Well, I honestly couldn&#8217;t tell you, other than the fact that they behave completely differently, and that Chromatic SSS, when set up correctly, appears to behave more naturally in terms of light reflection than Monochromatic SSS. So how do you tell which is which? It&#8217;s really easy, but you&#8217;ll need to roll up your sleeves a bit and open up the surfaces tab (If you&#8217;re never looked at the surfaces tab, or are unfamiliar with it, you&#8217;ll be digging into it here!): </p>
<h3>Monochromatic</h3>
<p>You will see a greyscale map slotted into the translucency color. You&#8217;ll also see a rather tomato-inspired red set for the color itself (in most cases). And if you scroll down on the surfaces panel, you&#8217;ll see the word &#8216;Mono&#8217; listed under SSS Mode. </p>
<p>Monochromatic skin typically uses a lower translucency weight (.3 to .5) and the general rule of thumb is that it can be lightened or darkened by adjusting that slider (lower for lighter, higher for darker, etc). Monochromatic skin can be converted to Chromatic skin with some work, and that work does involve Photoshop (or another photo editing program that can use layers, such as Gimp). I will be showing you how to convert a Monochromatic skin, such as Vicky 7, over to Chromatic SSS and apply my tweaks. (I&#8217;ll try to stick with the super popular base figures that pretty much everybody has so you can follow along exactly.)</p>
<h3>Chromatic</h3>
<p>You will likely see either an exact duplicate of the base color map slotted into the translucency color, or a slightly lightened version of the base color map. The translucency color itself should (in most cases) be white (this isn&#8217;t always the case for spectral rendering, but again, this article will only cover basic rendering). And if you scroll down on the surfaces panel, you&#8217;ll see the word &#8216;Chromatic&#8217; listed under SSS Mode. </p>
<p>Chromatic skin typically uses a much higher translucency weight (.75 or higher) and it is harder to lighten or darken simply by adjusting. This can be tweaked slightly, but if you need to lighten or darken a skin drastically, I would recommend finding a different skin that starts out where you want it in terms of tone, or go the direct route of editing the maps manually in Photoshop (advanced users). The reason for this is that Chromatic skin relies on the translucency color map, or the &#8216;meat map&#8217; as I call it, to shine through from beneath the outer base color layer. If you try to lighten the skin by dropping the translucency weight, you&#8217;ll lose that &#8216;meat&#8217; and the skin will end up looking flat. Chromatic skins out of the box are the easiest to tweak because they already have the necessary SSS map (though advanced users can go even further and build a new SSS map or tweak the existing one for even more detail, something I will cover in another tutorial).</p>
<div class="alignspace"></div>
<h2>Converting Monochromatic SSS to Chromatic SSS</h2>
<p>(Beginner Level in Photoshop Required)</p>
<ol>
<li>Open up a figure of your choice (I&#8217;m using <a href="https://www.anrdoezrs.net/click-3576029-11555886?url=https%3A%2F%2Fwww.daz3d.com%2Fvictoria-7">Victoria 7</a> for my example) in Daz Studio.</li>
<li>Open up the Surfaces tab. </li>
<li>Starting with the Face, open up the translucency map in Photoshop (or photo editing program of your choice that supports layers). In the case of Vicky 7, this map is here on my system &#8211; DAZ 3D\My 3D Library\Runtime\Textures\DAZ\Characters\Genesis3\Victoria7\V7FaceMapSSS_1001.jpg. There are other SSS maps for Vicky 7 that are dependent upon any makeup you choose, but for our purposes, we&#8217;re only concerned with the base skin that loads with the character. You can always convert the makeup skins if you&#8217;d like later (I usually just use third-party makeup anyways). </li>
<li>Once you have the Face SSS map open in Photoshop (it should be greyscale with blue squigglies), take a look at the vein detail. It&#8217;s great! I really wish Daz kept these details on their newer figures but c&#8217;est la vie. Now open up the base color map, in this case V7FaceMapD_1001.jpg. We&#8217;re going to need both to create a proper Chromatic SSS map. </li>
<li>Next take the SSS map and copy/paste it onto a new layer over the base color map. You should now have two layers&#8230;one with the SSS map, and one with the base color map. The SSS map should be on top, currently blocking the color map from showing.
<li>Change the opacity of the SSS map to 25%. </li>
<li>Now create a new solid color adjustment layer and pick a nice fleshy pink tone (205,165,165). </li>
<li>Change the opacity of the solid color adjustment layer to 20%. The pink layer will bring back some nice color to the map we&#8217;re building. </li>
<li>Go ahead and save this working file as a .psd if you want to come back to it later and play around (I would highly advise playing around&#8230;that&#8217;s how I learned!). Flatten the image or stamp visible if that&#8217;s you&#8217;re thing and save this new SSS map as a .jpg (the highest quality setting). You can save it in Vicky 7&#8217;s folder, or anywhere you&#8217;d like to save it if you want to set aside a special folder for your custom maps. I&#8217;ve saved mine as V7FaceMpaD_1001 – CUSTOM SSS.jpg. </li>
<li>Back in Daz, change the Translucency Color map to the one you just created. You do this by clicking on the map in the Surfaces tap and then going to Browse when the menu pops up. </li>
<li>Change the Translucency Color to white (you can absolutely play with this if you&#8217;re going for fantasy skin colors)</li>
<li>Change the Translucency Weight to .85 (you might need to play with this depending on the character).</li>
<li>Change the Base Color Effect to Scatter &#038; Transmit Intensity (Vicky 7 is already set up that way, but if the character you&#8217;re working on doesn&#8217;t have it, go ahead and change it). </li>
<li>Change the SSS Reflectance Tint to 0.56, 0.98, 1.00. (you might need to play with this depending on the character, I usually start with 0.79, 1.00, 1.00 and adjust from there). </li>
<li>Scroll down on the Surfaces pane.</li>
<li>Change the SSS Mode to Chromatic.</li>
<li>Change the Transmitted Measurement Distance to .15 (you might need to play with this depending on the character).</li>
<li>Change the Transmitted Color to 0.95, 0.20, 0.10 (you can definitely play with this depending on the character and skin tone you&#8217;re going for&#8230;unlike with Monochromatic SSS, this is where you can go to fine tune the ultimate lightness/darkness and tone&#8230;to an extent).</li>
<li>Change the Scattering Measurement Distance to .015 (you can play with this setting too).</li>
<li>Change the SSS Color to 0.95, 0.45, 0.55 (you can play with this setting too&#8230;in fact, you will have to depending on the character and look you&#8217;re going for).</li>
<li>Change the SSS Direction to -.15 (I typically don&#8217;t mess with this and leave it set to 0, but using small negative values, such as -.1 to -.25, can be helpful if there is too much scattering effect&#8230;this can vary greatly on lighting).</li>
<li>Repeat these steps for the Lips and Ears (I often do them at the same time as the Face since they use the same maps).</li>
<li>Repeat these steps for the rest of the skin surfaces&#8230;Arms, Body, Legs, Fingernails, Toenails, EyeSocket, etc. All of these maps are located in the same folder where we found the Face map (in example, the body would be V7TorsoMapD_1002.jpg for Victoria 7).</li>
</ol>
<p>Again, play around with the settings! That&#8217;s how you&#8217;ll learn what you like and dislike and what different colors and numbers do. This is where you might think about tweaking the settings for Bump, Top Coat, and/or Gloss/Specularity. They all add up to the skin&#8217;s final results! And if you&#8217;re comfortable with Photoshop, you can even build upon the SSS map we created above for more detail (blending tattoos into this layer can help immensely in making them look more realistic and less stickerific). Also note that I do not adjust eyes&#8230;you can easily slot in eyes from another character.</p>
<blockquote>
<p>
I know it looks like a lot of steps but it&#8217;s really not so bad, and it goes quickly once you get the hang of it!
</p>
</blockquote>
<p>Please see the below comparison. </p>
<div id='16583' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Skin_Victoria7_Victoria8-520x173.jpg" alt="Side by side face comparisons of out-of-the-box Victoria 7 skin and tweaked Victoria 7 skin used on both Victoria7 and Victoria8." width="520" height="173" class="size-large wp-image-16583" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Skin_Victoria7_Victoria8-520x173.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Skin_Victoria7_Victoria8-280x93.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Skin_Victoria7_Victoria8-768x256.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Skin_Victoria7_Victoria8-460x153.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Skin_Victoria7_Victoria8-220x73.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Skin_Victoria7_Victoria8.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Comparison of out-of-the-box Victoria 7 skin with tweaked Victoria 7 skin.</div></div> <!-- End shiba-stage --></div></div>
<p>The above steps can also be followed with darker monochromatic skin tones, as seen below with <a href="https://www.tkqlhce.com/click-3576029-11555886?url=https%3A%2F%2Fwww.daz3d.com%2Fmonique-7">Monique 7</a> &#8230;the only thing I did different was bump the Translucency Strength up to .90 and change the SSS Reflectance Tint a smidge to give a more golden undertone rather than blue.</p>
<div id='16585' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Monique7_skin-520x173.jpg" alt="Side by side face comparisons of out-of-the-box Monique 7 skin and tweaked Monique 7 skin used on both Monique7 and Monique8." width="520" height="173" class="size-large wp-image-16585" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Monique7_skin-520x173.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Monique7_skin-280x93.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Monique7_skin-768x256.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Monique7_skin-460x153.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Monique7_skin-220x73.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2021/10/Make_Skin_Pop_Daz_Studio_Iray_Uber_Shader_Tutorial_Comparison_Tweaked_Monique7_skin.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Comparison of out-of-the-box Monique 7 skin with tweaked Monique 7 skin.</div></div> <!-- End shiba-stage --></div></div>
<h3><a href="https://thinkdrawart.com/making-skin-pop-with-the-daz-studio-iray-uber-shader-part-2">Visit Part 2 of the tutorial which deals with Tweaking a Chromatic Skin.</a></h3>
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		<title>Advanced Skin Material Settings for Daz Studio Octane</title>
		<link>https://thinkdrawart.com/advanced-skin-material-settings-for-daz-studio-octane</link>
					<comments>https://thinkdrawart.com/advanced-skin-material-settings-for-daz-studio-octane#respond</comments>
		
		<dc:creator><![CDATA[Guest Writer]]></dc:creator>
		<pubDate>Wed, 15 Jun 2016 05:10:16 +0000</pubDate>
				<category><![CDATA[Daz Studio]]></category>
		<category><![CDATA[advanced skin]]></category>
		<category><![CDATA[advanced skin settings]]></category>
		<category><![CDATA[daz studio]]></category>
		<category><![CDATA[daz studio octane]]></category>
		<category><![CDATA[daz studio octane tutorial]]></category>
		<category><![CDATA[daz studio tutorial]]></category>
		<category><![CDATA[octane]]></category>
		<category><![CDATA[octane material]]></category>
		<category><![CDATA[octane skin]]></category>
		<category><![CDATA[octane skin material]]></category>
		<category><![CDATA[skin]]></category>
		<category><![CDATA[skin material]]></category>
		<category><![CDATA[sss]]></category>
		<category><![CDATA[sub-surface scattering]]></category>
		<guid isPermaLink="false">http://thinkdrawart.com/?p=13619</guid>

					<description><![CDATA[We discuss more advanced settings for skin materials in Daz Studio Octane. This includes sub-surface scattering (SSS) settings, glossiness, auto-material, and more.]]></description>
										<content:encoded><![CDATA[<p><em>This article and all of the images within were created by the very talented Brian Sains. Copyright &copy; Brian Sains. Check out his gallery <a href='https://www.dpbolvw.net/links/3576029/type/dlg/https://www.daz3d.com/gallery/users/105592/' rel='nofollow'>here.</a><br />
</em></p>
<h2>Sub-surface scattering (SSS)</h2>
<p>In the introduction to this series I explained how Physically Based Render engines work – simulated light bouncing around interacting with surfaces. </p>
<p>SSS is the process that defines &#8211;</p>
<ul>
<li>How light passes through a translucent object,</li>
<li>How it interacts with the properties of that object, and</li>
<li>How it exits the object (at a different point – hence scattered).</li>
</ul>
<p>In practical terms, particularly with skin, it is the effect where you see light pass through extremities like the ear, producing a reddening glow.</p>
<div id='13622' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane1-520x261.jpg" alt="Face close-up of a woman showing SSS effects as light passes through her ear." width="520" height="261" class="size-large wp-image-13622" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane1-520x261.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane1-280x141.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane1-460x231.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane1-220x111.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane1.jpg 607w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Showing Sub-surface scattering (SSS) effects as it passes through the ear, producing a reddening glow.</div></div> <!-- End shiba-stage --></div></div>
<p>That is about as far as I can take the science, so let’s look at how SSS is controlled within Octane.  SSS is applied to a material node using a scattering node, which can be applied to both diffuse and specular materials (but not glossy ones).  If you look at the skin shader material in our <a href="http://thinkdrawart.com/how-to-create-realistic-skin-in-daz-studio-octane">previous skin tutorial,</a> you will see there is a scattering node attached to all four material nodes (3 scattering nodes, as one is shared between two specular nodes).</p>
<div id='13625' class='wp-caption frame3 aligncenter' style='width:415px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:415px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane2.jpg" alt="Screenshot of the Nodegraph Editor in Daz Studio Octane showing a scattering node. " width="415" height="328" class="size-full wp-image-13625" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane2.jpg 415w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane2-280x221.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane2-220x174.jpg 220w" sizes="(max-width: 415px) 100vw, 415px" /><div class='wp-caption-text shiba-caption'>Node-graph diagram of our skin shader showing the a scattering node attached to a material node.</div></div> <!-- End shiba-stage --></div></div>
<p>The diagram below shows the three scattering nodes controlling (from left to right) the skin’s deep/mid layer, the mid-layer and the surface layer.</p>
<div id='13627' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane3-520x203.jpg" alt="Diagram showing the Daz Studio Octane scattering node settings for three different skin layers. " width="520" height="203" class="size-large wp-image-13627" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane3-520x203.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane3-280x109.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane3-768x300.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane3-460x179.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane3-220x86.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane3.jpg 900w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Settings for three scattering nodes controlling (from left to right) the skin’s deep/mid layer, the mid-layer and the surface layer.</div></div> <!-- End shiba-stage --></div></div>
<div class="alignspace"></div>
<h2>Octane Scattering Node Settings</h2>
<h4>1. Density</h4>
<p>Density controls how fast light travels through an object, the higher the value the faster it travels (a value of 0 would result in no scattering).  My interpretation of this is that the higher the value, the deeper light can penetrate a surface.  When using other materials, particularly those from the online database, I have found this setting to be very low.  It is very dependent on the size of the model, and therefore the scale used within Daz.  Normally these materials have been developed for use within other 3d applications with a different scaling system, which is why they tend to be set lower.</p>
<h4>2. Absorption</h4>
<div id='13629' class='wp-caption frame3 alignright' style='width:200px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:200px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane5.jpg" alt="The colour picker within octane – a colour set to absorb blue will scatter as red." width="200" height="202" class="size-full wp-image-13629" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane5.jpg 200w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane5-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane5-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane5-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane5-96x96.jpg 96w" sizes="(max-width: 200px) 100vw, 200px" /><div class='wp-caption-text shiba-caption'>The scattered light will be the opposite of the absorption colour.</div></div> <!-- End shiba-stage --></div></div>
<p>This setting defines which light is absorbed faster, in the case of the 3<sup>rd</sup> node it’s a green/blue.  It took me a while to get my head round this, but essentially the effect is the scattered light will be the opposite of this colour (from a wavelength perspective).  The image shown here is from the colour picker within octane – a colour set to absorb blue will scatter as red.</p>
<h4>3. Scattering</h4>
<p>Scattering is similar to absorption, but defines the speed at which light will be scattered when it passes through an object.</p>
<h4>4. Phase/direction</h4>
<p>This controls the direction the light is scattered:</p>
<ul>
<li>0 – light scattered the same amount in any direction</li>
<li>1.0 – more light continues to travel in the direction it was originally traveling</li>
<li>-1.0 – light backscatters in the direction it came from</li>
</ul>
<h4>5. Adjusting the scattering nodes</h4>
<p>Sadly there is no one definitive setting that will work across all objects. It very much depends on scale, lighting, position, kernel settings and so on.  It is very much a case of trial and error, and an area I still need to work on.</p>
<p>Practically, you may not need to worry about this setting too much, for example if the object is distant or if the ears are covered.  But if you do need to, it’s a juggling act between getting the right amount of scattering across all skin materials.  </p>
<div id='13632' class='wp-caption frame3 alignright' style='width:356px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:356px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane6.jpg" alt="The girl with the red ear above does not have the right scattering on her hand." width="356" height="493" class="size-full wp-image-13632" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane6.jpg 356w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane6-280x388.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane6-332x460.jpg 332w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane6-159x220.jpg 159w" sizes="(max-width: 356px) 100vw, 356px" /><div class='wp-caption-text shiba-caption'>Light wouldn’t scatter like that through a hand.</div></div> <!-- End shiba-stage --></div></div>
<p><strong>Note</strong> &#8211; any changes you make to one material (e.g. ears) will have to be adjusted in other skin materials (e.g. arms), otherwise the change will be visible in the UV seams.  Consider the girl with the red ear above – she was one of my first attempts at SSS.  Now look at her hand &#8230;</p>
<p>Light wouldn’t scatter like that through a hand.  As a result I tend to pose a model with the hand next to the ear, and then adjust the density (starting with the deep scatter node).  Density (from left to right) 1, 250, 500.</p>
<div id='13634' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane7-520x130.jpg" alt="Three images showing different densities in the scattering nodes." width="520" height="130" class="size-large wp-image-13634" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane7-520x130.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane7-280x70.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane7-768x192.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane7-460x115.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane7-220x55.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane7.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>I tend to pose a model with the hand next to the ear, and then adjust the density.  Density (from left to right) 1, 250, 500.</div></div> <!-- End shiba-stage --></div></div>
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<h2>Glossiness</h2>
<p>The last area I would like to cover regarding the skin material is gloss/reflection.  This is for subtle gloss effect, so you wouldn’t use this for a <em>wet skin</em> look, but more for areas like the lips, nails, lacrimals, or eye socket.  </p>
<p>Gloss is controlled in Octane using the <strong>Roughness</strong> setting in both specular and glossy nodes, but is not available in diffuse nodes.  The scale between 0 and 1 determines the level – the lower the roughness, the more glossy/reflective the surface.</p>
<div id='13636' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane8-520x312.jpg" alt="Daz Studio Octane screenshot showing the Roughness parameter of our Specular Material." width="520" height="312" class="size-large wp-image-13636" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane8-520x312.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane8-280x168.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane8-460x276.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane8-220x132.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane8.jpg 584w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>The lower the roughness, the more glossy/reflective the surface.</div></div> <!-- End shiba-stage --></div></div>
<p>Let’s consider a practical example using the lips.  The lips are currently sharing a material with the face and the ears, which is no good as we don’t want a shiny face!  </p>
<ul>
<li>Return to the <strong>Material tab</strong> and select the <strong>Lips surface</strong>.</li>
<li>Select the material assigned to the lips and copy as a new material.</li>
<li>Now apply this new copied material to the lips. It now has its own material that we can edit.</li>
</ul>
<div id='13637' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane9-520x320.jpg" alt="Daz Studio Octane Material tab interface, showing how we copy a new material." width="520" height="320" class="size-large wp-image-13637" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane9-520x320.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane9-280x173.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane9-460x283.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane9-220x136.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane9.jpg 646w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Select the material assigned to the lips and copy as a new material.</div></div> <!-- End shiba-stage --></div></div>
<p>You can get away with this with the lips as they have a clearly defined line between the surrounding face surface, so the seam is less obvious.</p>
<p>With the newly assigned lip material selected, open the node viewport.  I have found, surprisingly, that the best place to adjust the roughness for the lips is in the uppermost scattering node (the one for the deep scatter), which to me, sounds counter-intuitive.  The image below shows the lips with roughness set to 500,250 &amp; 0 (top to bottom).</p>
<div id='13638' class='wp-caption frame3 aligncenter' style='width:353px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:353px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane10-353x580.jpg" alt="Three comparison images of a lady&#039;s lips with different roughness settings in our Specular Material." width="353" height="580" class="size-large wp-image-13638" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane10-353x580.jpg 353w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane10-274x450.jpg 274w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane10-280x460.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane10-134x220.jpg 134w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane10.jpg 456w" sizes="(max-width: 353px) 100vw, 353px" /><div class='wp-caption-text shiba-caption'>Lips with roughness set to 500,250 &#038; 0 (top to bottom).</div></div> <!-- End shiba-stage --></div></div>
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<h2>Finishing up in Daz</h2>
<p>Octane comes with a free online material database containing 100s of organic and non-organic materials.  I used the <strong>auto-material</strong> function in Octane for the eye-lashes. This feature takes the surface settings from within Daz and tries to convert them into Octane. The results vary, and it struggles with iRay materials (though it is getting better). Within the <strong>Material tab</strong>, right-click the item and select <strong>Create new material &gt; Auto Material.</strong></p>
<div id='13640' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane11-520x469.jpg" alt="Zoomed in image showing our eye-lashes material." width="520" height="469" class="size-large wp-image-13640" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane11-520x469.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane11-280x253.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane11-460x415.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane11-220x198.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane11.jpg 662w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>I used the auto-material function in Octane for the eye-lashes.</div></div> <!-- End shiba-stage --></div></div>
<p>The other materials I used in the Mei portrait are:</p>
<ol>
<li><strong>Cornea and Eye Reflection</strong> – Clear cornea shader  (Octane database)</li>
<li><strong>Eyelashes</strong> – Auto-material</li>
<li><strong>Iris</strong> – RedSpec</li>
<li><strong>Pupils</strong> – RedSpec</li>
<li><strong>Sclera</strong> – TonySculptor Sclera (Octane database)</li>
<li><strong>Hair (Actual Hair 2)</strong> – RedSpec Hair Shader</li>
</ol>
<p><a href="http://redspec-sss.com/shop.html">The RedSpec materials</a> are part of a set purchased from a 3<sup>rd</sup> Party.</p>
<p>I used the <a href="https://www.renderosity.com/mod/bcs/oot-iraypair-hair-shaders-for-daz-studio-iray/110302">iRay OOT Hair Shaders</a> for colour and transparency maps.  I sometimes increase the <strong>smoothing</strong> value within Daz for hair as well.</p>
<div id='13197' class='wp-caption frame3 aligncenter' style='width:435px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:435px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction1-435x580.jpg" alt="Asian woman portrait with realistic Octane skin shader. Rendered in Daz Studio Octane." width="435" height="580" class="size-large wp-image-13197" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction1-435x580.jpg 435w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction1-280x373.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction1-768x1024.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction1-345x460.jpg 345w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction1-165x220.jpg 165w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction1.jpg 1024w" sizes="(max-width: 435px) 100vw, 435px" /><div class='wp-caption-text shiba-caption'>Mei portrait</div></div> <!-- End shiba-stage --></div></div>
<p>I have always had a real dislike of the <em>Tear</em> object around the eye, which is now part of the <em>eye moisture</em> object in Genesis 3 characters.  I remove it in Daz by using the geometry tool.</p>
<ul>
<li>Click anywhere on the <em>tear</em>.</li>
<li>Right-click and do <strong>Geometry selection &gt; Select connected.</strong></li>
<li>With the <em>tear</em> now selected (see image below), you can right click <strong>Geometry assignment &gt; Create surface from selected.</strong></li>
<li>Name it, and then repeat with the other eye.</li>
<li>I then apply a null-shader (diffuse node with no settings, and opacity set to 0) to the tears, and there you have it, no more tears!</li>
</ul>
<div id='13655' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane12-520x324.jpg" alt="Image showing our tear selection area after doing Geometry selection &gt; Select connected. " width="520" height="324" class="size-large wp-image-13655" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane12-520x324.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane12-280x174.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane12-460x286.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane12-220x137.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/06/Advanced_Skin_Material_Settings_Daz_Studio_Octane12.jpg 569w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Selecting the tear area on our figure&#8217;s eyes.</div></div> <!-- End shiba-stage --></div></div>
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<h2>Summary</h2>
<p>So that’s it for Daz Studio, Octane, and skin.  I still have some work to do, in particular on skin reflection, index of refraction, Fresnel effect, falloff textures and more.  I also want to break down the material a bit more and make it more processor efficient.</p>
<p>Having spent so much time on the skin, I also need to work on bringing the standard of my other materials up to scratch. You will notice many of my models don’t smile, simply because I am yet to develop a material I am happy with. Same goes for clothes.</p>
<p>Thank you for visiting my Daz Studio Octane tutorials. Hope you enjoyed them.</p>
<p><em>This article and all of the images within were created by the very talented Brian Sains. Copyright &copy; Brian Sains. Check out his gallery <a href='https://www.kqzyfj.com/links/3576029/type/dlg/https://www.daz3d.com/gallery/users/105592/' rel='nofollow'>here.</a><br />
</em></p>
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