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	<title>Think, Draw, Art!</title>
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		<title>Daz Studio Octane Postwork Tutorial</title>
		<link>https://thinkdrawart.com/daz-studio-octane-postwork-tutorial</link>
					<comments>https://thinkdrawart.com/daz-studio-octane-postwork-tutorial#comments</comments>
		
		<dc:creator><![CDATA[Guest Writer]]></dc:creator>
		<pubDate>Thu, 18 Aug 2016 16:33:08 +0000</pubDate>
				<category><![CDATA[Daz Studio]]></category>
		<category><![CDATA[Octane]]></category>
		<category><![CDATA[daz studio]]></category>
		<category><![CDATA[daz studio octane]]></category>
		<category><![CDATA[daz studio octane tutorial]]></category>
		<category><![CDATA[daz studio postwork]]></category>
		<category><![CDATA[daz studio tutorial]]></category>
		<category><![CDATA[octane]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[postwork]]></category>
		<category><![CDATA[postwork tutorial]]></category>
		<guid isPermaLink="false">http://thinkdrawart.com/?p=13892</guid>

					<description><![CDATA[How to make Daz Studio Octane skin look even better through postwork techniques in Photoshop. This tutorial is for beginners. ]]></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.jdoqocy.com/links/3576029/type/dlg/https://www.daz3d.com/gallery/users/105592/' rel='nofollow'>here.</a><br />
</em></p>
<p>In my final tutorial of this series, I will cover the postwork steps I generally use in Photoshop when working with skin.  As with using Octane, this isn’t a recipe, and some tweaking is required depending on the render I am working on.  That being said, I do routinely use these steps as a starting place with nearly all my renders. </p>
<p>They are also quite rudimentary – I only started learning Photoshop shortly after learning <a href='https://www.kqzyfj.com/links/3576029/type/dlg/https://www.daz3d.com/get_studio' rel='nofollow'>Daz Studio</a> – so less than a year.  <strong>Therefore, this will be a tutorial mainly aimed at beginners.</strong></p>
<div id='13898' 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/2016/08/Daz_Studio_Octane_Postwork_Tutorial1-520x347.jpg" alt="Two portrait shots. Left - Octane rendered image without any postwork; Right - Finished image after postwork in Photoshop." width="520" height="347" class="size-large wp-image-13898" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial1-520x347.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial1-280x187.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial1-768x512.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial1-460x307.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial1-220x147.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial1.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Daz Studio Octane Postwork Tutorial for Beginners</div></div> <!-- End shiba-stage --></div></div>
<div class="alignspace"></div>
<h2>Step by Step Photoshop Postwork Process</h2>
<p>To start off with – you can download the original 4k render <a href="https://www.dropbox.com/s/fh0et7lv473h009/Daz_Studio_Octane_Postwork_Image_Orig.jpg?dl=0">here.</a></p>
<p>You can also download the <a href="https://www.dropbox.com/s/0uaj8ybvgrvla8m/Daz_Studio_Octane_Postwork_Scene.duf?dl=0">.duf file for the Daz scene.</a> You will need to own <a href='https://www.anrdoezrs.net/links/3576029/type/dlg/https://www.daz3d.com/olympia-7' rel='nofollow'>Olympia 7</a> and <a href='https://www.anrdoezrs.net/links/3576029/type/dlg/https://www.daz3d.com/olympia-7-hd-add-on' rel='nofollow'>Olympia 7 HD Add-On</a> (if you don’t, go buy her, she’s fantastic).  I tweak my skin textures on almost every new render, so this scene includes a newer skin texture from the one included with the <a href="http://thinkdrawart.com/how-to-create-realistic-skin-in-daz-studio-octane">previous Octane skin tutorial.</a></p>
<p>Go ahead and open the original render file in Photoshop (if you use Gimp, almost all of the following can still be applied)</p>
<ol>
<li>Duplicate the <em>Background</em> layer – <strong>right click layer > duplicate layer > OK</strong></li>
<div id='13902' 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/2016/08/Daz_Studio_Octane_Postwork_Tutorial2-520x341.jpg" alt="Photoshop screenshot of how to duplicate the background layer." width="520" height="341" class="size-large wp-image-13902" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial2-520x341.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial2-280x184.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial2-768x504.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial2-460x302.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial2-220x144.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial2.jpg 795w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Duplicate the ‘background’ layer – right click layer > duplicate layer > OK</div></div> <!-- End shiba-stage --></div></div>
<li>From the main menus select <strong>image > auto tone</strong>. Then repeat with <strong>image > auto colour</strong>.  Select <strong>Edit</strong> from the main menu and <strong>fade auto colour</strong> to 80%</li>
<div id='13904' 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/2016/08/Daz_Studio_Octane_Postwork_Tutorial3-520x208.jpg" alt="Left - image after applying auto tone and auto color. Right - original image." width="520" height="208" class="size-large wp-image-13904" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial3-520x208.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial3-280x112.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial3-768x308.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial3-460x184.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial3-220x88.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial3.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>After applying Image > Auto Tone and Image > Auto Color in Step 2.</div></div> <!-- End shiba-stage --></div></div>
<li>Create a new <em>fill/adjustment layer</em> using the circular icon underneath the layers, and select <em>colour balance</em>. With the new window that opens choose the <em>shadows</em> tone and adjust the <em>yellow/blue</em> slider towards the blue by no more than 10.  Repeat by setting the <em>midtones</em> towards <em>cyan</em> by 10, and the <em>hightlights</em> towards <em>yellow</em> by 10.</li>
<div id='13912' 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/2016/08/Daz_Studio_Octane_Postwork_Tutorial5b-520x331.jpg" alt="Screenshot showing how to create a new Color Balance adjustment layer, and how to adjust settings for that layer." width="520" height="331" class="size-large wp-image-13912" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial5b-520x331.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial5b-280x178.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial5b-768x488.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial5b-460x292.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial5b-220x140.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial5b.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>In step 3, create a new Color Balance adjustment layer. Then set Color Balance adjustments according to the image on the right.</div></div> <!-- End shiba-stage --></div></div>
<li>Create a new merged layer (<strong>shift+ctrl+alt+e</strong>) – this will copy all of the layers and merge them into a new layer, thus preserving the original layers if you need to return to them (this is called a non-destructive workflow). Your layers tab should now look like this:
<div id='13907' 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/2016/08/Daz_Studio_Octane_Postwork_Tutorial7-520x518.jpg" alt="Screenshot of our Photoshop layer stack after creating a new merged layer." width="520" height="518" class="size-large wp-image-13907" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial7-520x518.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial7-150x150.jpg 150w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial7-280x279.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial7-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial7-460x458.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial7-220x220.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial7-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial7-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial7-96x96.jpg 96w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial7.jpg 550w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Our layer stack after creating a new merged layer (shift+ctrl+alt+e).</div></div> <!-- End shiba-stage --></div></div>
<p>With the newly created layer selected, select <strong>image > adjustments > brightness/contrast</strong>.  Set the brightness to -70 and the contrast to +70, then OK.  Now select <strong>image > adjustments > hue/saturation</strong> and set the saturation to -40.</p>
<p>Select <strong>filter > blur > gaussian blur</strong>, and set the radius to 8.</p>
<p>Finally select the <em>blending mode</em> (drop down menu at top of layer window) to screen, and set its <em>opacity</em> to 50%.</li>
<div id='13908' class='wp-caption frame3 aligncenter' style='width:378px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:378px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial8-378x580.jpg" alt="Screenshot showing how to set our layer Blending Mode to Screen." width="378" height="580" class="size-large wp-image-13908" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial8-378x580.jpg 378w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial8-280x429.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial8-300x460.jpg 300w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial8-144x220.jpg 144w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial8.jpg 516w" sizes="(max-width: 378px) 100vw, 378px" /><div class='wp-caption-text shiba-caption'>Setting the Blending Mode (drop down menu at top of layer window) to screen.</div></div> <!-- End shiba-stage --></div></div>
<li>Create a new <em>fill/adjustment layer</em> like in step 3 but this time select a <em>photo filter</em> layer. Set the filter to <em>cooling filter (lbb)</em> and adjust the density to 10%</li>
<div id='13909' 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/2016/08/Daz_Studio_Octane_Postwork_Tutorial9-520x411.jpg" alt="Screenshot showing the settings of our Photo Filter adjustment layer." width="520" height="411" class="size-large wp-image-13909" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial9-520x411.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial9-280x222.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial9-460x364.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial9-220x174.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial9.jpg 584w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Our new Photo Filter adjustment layer settings.</div></div> <!-- End shiba-stage --></div></div>
<li>The final step is to create a new merged layer (shift+ctrl+alt+e) like in step 4.  Perform a final auto-tone like in step 2.</li>
</ol>
<div id='13910' 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/2016/08/Daz_Studio_Octane_Postwork_Tutorial10-520x483.jpg" alt="Comparison of our postworked image with the original render. The left half of our woman&#039;s face shows the original render and the right half shows our postworked version." width="520" height="483" class="size-large wp-image-13910" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial10-520x483.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial10-280x260.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial10-768x713.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial10-460x427.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial10-220x204.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/08/Daz_Studio_Octane_Postwork_Tutorial10.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Final result of our Photoshop postwork process to the right compared to our original Octane rendered image to the left.</div></div> <!-- End shiba-stage --></div></div>
<div class="alignspace"></div>
<h2>Summary</h2>
<p>I hope you have found this series of Octane tutorials useful, and they have encouraged you to try the octane demo.  Octane is a very different <em>beast</em> compared with iRay, and it can be a daunting prospect when you first open it up and see the node based system. </p>
<p>However, you can get pretty good results by using the <em>auto-convert texture</em> tool or using pre-built shaders from the library. To get the most out of it though, you really need to overcome your fears and dive into the nodes – where with time you will be rewarded with a plethora of ways to enhance your renders.  <strong>And did I say, it is really, really fast!</strong></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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			</item>
		<item>
		<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.jdoqocy.com/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>
<div class="alignspace"></div>
<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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		<title>How to Set-Up Camera, Lights, &#038; Displacement in Daz Studio Octane</title>
		<link>https://thinkdrawart.com/how-to-set-up-camera-lights-displacement-in-daz-studio-octane</link>
					<comments>https://thinkdrawart.com/how-to-set-up-camera-lights-displacement-in-daz-studio-octane#comments</comments>
		
		<dc:creator><![CDATA[Guest Writer]]></dc:creator>
		<pubDate>Wed, 25 May 2016 15:59:16 +0000</pubDate>
				<category><![CDATA[Daz Studio]]></category>
		<category><![CDATA[camera]]></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[displacement map]]></category>
		<category><![CDATA[light]]></category>
		<category><![CDATA[octane]]></category>
		<category><![CDATA[octane camera]]></category>
		<category><![CDATA[octane displacement]]></category>
		<category><![CDATA[octane hdri]]></category>
		<category><![CDATA[octane lights]]></category>
		<category><![CDATA[octane renderer]]></category>
		<category><![CDATA[octane shader]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">http://thinkdrawart.com/?p=13454</guid>

					<description><![CDATA[Beginner's tutorial on how to set up simple lights, camera, and displacement maps in Daz Studio Octane.]]></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>
<p>What I want to achieve here is to give you the ability to set up a simple light rig and basic camera within Octane. I also describe how to add in displacement maps for increased realism. </p>
<p>In this tutorial, I will continue to use the Mei portrait image below as an example. For more on how I created a realistic skin shader, please refer to <a href="http://thinkdrawart.com/how-to-create-realistic-skin-in-daz-studio-octane">this tutorial.</a> If you are new to Daz Studio Octane, there is an introduction article <a href="http://thinkdrawart.com/an-introduction-to-daz-studio-octane">here.</a></p>
<div id='13197' class='wp-caption frame3 aligncenter' style='width:1024px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:1024px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction1.jpg" alt="Asian woman portrait with realistic Octane skin shader. Rendered in Daz Studio Octane." width="1024" height="1365" class="size-full wp-image-13197" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction1.jpg 1024w, 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_Introduction1-435x580.jpg 435w, 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" sizes="(max-width: 1024px) 100vw, 1024px" /><div class='wp-caption-text shiba-caption'>How to Set-Up Camera, Lights, &#038; Displacement in Daz Studio Octane</div></div> <!-- End shiba-stage --></div></div>
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<h2>1. Daz Studio Octane Lights</h2>
<p>Lighting in Octane can be achieved from the Environment Tab (Octane daylight environment or HDR Texture environment) and through emissive textures.  For my image, I used a single emissive key light and an HDR image (Playa Sunrise) from the fantastic <a href="http://www.hdrlabs.com/sibl/archive.html">sIBL archive.</a> </p>
<p>Open the <strong>Environment Tab</strong>, set the image to the <em>Playa Sunrise HDRi</em> and adjust the settings as shown below (making sure the Gamma is set to 1).  That’s all you need to do to set up the environment light.  You can rotate the image using the Translation X setting. This is best done with the render window open and all objects hidden (from within Daz).  I will leave it as it is, because I want the sun in the image as the back light for my subject.</p>
<div id='13458' class='wp-caption frame3 aligncenter' style='width:1024px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:1024px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light1.jpg" alt="Screenshot of the Environment Map interface in Daz Studio Octane." width="1024" height="522" class="size-full wp-image-13458" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light1.jpg 1024w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light1-280x143.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light1-768x392.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light1-520x265.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light1-460x234.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light1-220x112.jpg 220w" sizes="(max-width: 1024px) 100vw, 1024px" /><div class='wp-caption-text shiba-caption'>How to set-up HDRi lighting in Daz Studio Octane</div></div> <!-- End shiba-stage --></div></div>
<p>Now let’s set up a simple emissive light in the scene.  Most people tend to use a plane primitive for emissive lighting, but I prefer to use a flattened sphere as a key light (I prefer the reflection you get in the eye).  I place the primitive as illustrated below.</p>
<div id='13463' class='wp-caption frame3 aligncenter' style='width:538px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:538px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light2_Emissive_Material.jpg" alt="Front wire-frame view of my Daz Studio Octane scene. Emissive light sphere to the right." width="538" height="276" class="size-full wp-image-13463" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light2_Emissive_Material.jpg 538w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light2_Emissive_Material-280x144.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light2_Emissive_Material-520x267.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light2_Emissive_Material-460x236.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light2_Emissive_Material-220x113.jpg 220w" sizes="(max-width: 538px) 100vw, 538px" /><div class='wp-caption-text shiba-caption'>Front view of where I place my emissive light.</div></div> <!-- End shiba-stage --></div></div>
<div id='13464' class='wp-caption frame3 aligncenter' style='width:456px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:456px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light3_Emissive_Material.jpg" alt="Top wire-frame view of my Daz Studio Octane scene. Emissive light sphere to the right." width="456" height="512" class="size-full wp-image-13464" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light3_Emissive_Material.jpg 456w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light3_Emissive_Material-280x314.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light3_Emissive_Material-410x460.jpg 410w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light3_Emissive_Material-196x220.jpg 196w" sizes="(max-width: 456px) 100vw, 456px" /><div class='wp-caption-text shiba-caption'>Top view of where I place my emissive light.</div></div> <!-- End shiba-stage --></div></div>
<p>To create the emissive material you need to return to the <strong>Octane material tab.</strong>  Right click the Sphere primitive and select <strong>Create new light source > Simple</strong>.</p>
<div id='13466' class='wp-caption frame3 aligncenter' style='width:464px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:464px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light5.jpg" alt="Screenshot of how we start to make our flattened sphere emissive." width="464" height="198" class="size-full wp-image-13466" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light5.jpg 464w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light5-280x119.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light5-460x196.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light5-220x94.jpg 220w" sizes="(max-width: 464px) 100vw, 464px" /><div class='wp-caption-text shiba-caption'>To create the emissive material you need to return to the Octane material tab.</div></div> <!-- End shiba-stage --></div></div>
<p>Open the newly created material in the Node editor, right click on the diffuse node and select <strong>Smart Unfold.</strong>  This breaks down a node into its constituent parts so you can see how it is built.  As you can see, an emissive texture is simply a <em>Blackbody Emission</em> node plugged into a <em>Diffuse</em> node (you cannot have an emissive glossy or specular material).</p>
<div id='13470' class='wp-caption frame3 aligncenter' style='width:358px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:358px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light6.jpg" alt="Screenshot of the node graph structure of our new emissive light surface." width="358" height="268" class="size-full wp-image-13470" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light6.jpg 358w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light6-280x210.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light6-220x165.jpg 220w" sizes="(max-width: 358px) 100vw, 358px" /><div class='wp-caption-text shiba-caption'>How our newly created emissive light material looks in the Node Editor after selecting Smart Unfold.</div></div> <!-- End shiba-stage --></div></div>
<p>Select the Blackbody node and update the settings as is shown in the left image below. The orange texture colour is from the horizon of the Playa HDR image, selected using the colour picker tool that is available when you edit the colour.  If you like, repeat the process and create a second primitive to the left side of the character as a fill light. This time select the blue colour from the sky in the HDRi (below right).</p>
<div id='13474' class='wp-caption frame3 aligncenter' style='width:558px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:558px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light7-1.jpg" alt="Setting our key emissive light colour to the orange from the horizon of the Playa HDR image (left). Setting our fill emissive light colour to the blue from the sky of the Playa HDR image (right)." width="558" height="453" class="size-full wp-image-13474" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light7-1.jpg 558w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light7-1-280x227.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light7-1-520x422.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light7-1-460x373.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light7-1-220x179.jpg 220w" sizes="(max-width: 558px) 100vw, 558px" /><div class='wp-caption-text shiba-caption'>Set the colour of our key emissive light to the orange from the horizon of the Playa HDR image. Repeat the process and create a second light (fill light) to the left side of the character. Set the colour to the blue from the sky of our HDRi.</div></div> <!-- End shiba-stage --></div></div>
<div id='13480' class='wp-caption frame3 aligncenter' style='width:559px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:559px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light8.jpg" alt="Render of our figure after setting up HDRi environment and two sphere lights." width="559" height="418" class="size-full wp-image-13480" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light8.jpg 559w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light8-280x209.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light8-520x389.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light8-460x344.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light8-220x165.jpg 220w" sizes="(max-width: 559px) 100vw, 559px" /><div class='wp-caption-text shiba-caption'>Test render after our initial light set-up.</div></div> <!-- End shiba-stage --></div></div>
<p>Now, we can fine tune our lights from within the render viewport itself, even when the image is rendering.  Let’s start with the <strong>Camera Imager</strong> and <strong>Post Processing</strong> tabs. The following are the settings I used in my Mei portrait:</p>
<div id='13481' class='wp-caption frame3 aligncenter' style='width:535px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:535px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light10.jpg" alt="Screenshots of the Camera Imager and Post Processing interface and settings." width="535" height="634" class="size-full wp-image-13481" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light10.jpg 535w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light10-280x332.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light10-489x580.jpg 489w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light10-388x460.jpg 388w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light10-186x220.jpg 186w" sizes="(max-width: 535px) 100vw, 535px" /><div class='wp-caption-text shiba-caption'>Camera Imager and Post Processing settings I used in my Mei portrait.</div></div> <!-- End shiba-stage --></div></div>
<div id='13483' class='wp-caption frame3 aligncenter' style='width:541px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:541px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light11.jpg" alt="Render of our figure after changing our settings in the Camera Imager and Post Processing interface." width="541" height="440" class="size-full wp-image-13483" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light11.jpg 541w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light11-280x228.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light11-520x423.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light11-460x374.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Light11-220x179.jpg 220w" sizes="(max-width: 541px) 100vw, 541px" /><div class='wp-caption-text shiba-caption'>Test render after our new  Camera Imager and Post Processing settings.</div></div> <!-- End shiba-stage --></div></div>
<p>Choice of settings in the <strong>Camera Imager</strong> comes down to personal preference.  As I have said previously, I’m a big fan of the <em>Agfachrome, Ektachrome</em> and <em>Kodachrome</em> filters.  I also find adding bloom improves the natural lighting and softens the image.</p>
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<h2>2. Daz Studio Octane Camera Settings</h2>
<ul>
<li>Create a camera in Daz and make sure that it’s selected within the Daz viewport.</li>
<li>Position it so the face is in full portrait view.</li>
<li>Now open the Octane viewport again.  Use the ‘Autofocus’ tool to select an area of focus (I tend to use the eye or nose as my focal point). This gives us a nice quick DOF effect.</li>
<div id='13486' class='wp-caption frame3 aligncenter' style='width:513px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:513px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Camera12.jpg" alt="Screenshot of how to use the Autofocus tool in Daz Studio Octane to quickly setup Depth of Field." width="513" height="131" class="size-full wp-image-13486" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Camera12.jpg 513w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Camera12-280x72.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Camera12-460x117.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Camera12-220x56.jpg 220w" sizes="(max-width: 513px) 100vw, 513px" /><div class='wp-caption-text shiba-caption'>Open the Octane viewport, and use the Autofocus tool to select an area of focus.</div></div> <!-- End shiba-stage --></div></div>
<div id='13487' 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/2016/05/Daz_Studio_Octane_Camera13-520x269.jpg" alt="Screenshot of how I select the eye to use it as my focal point for setting Depth of Field in my camera." width="520" height="269" class="size-large wp-image-13487" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Camera13-520x269.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Camera13-280x145.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Camera13-460x238.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Camera13-220x114.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Camera13.jpg 712w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Using the eye as my focal point.</div></div> <!-- End shiba-stage --></div></div>
<li>To adjust the degree of focus, you need to select the camera within Daz and open the <strong>Cameras</strong> pane.  Use the <em>Aperture Diameter</em> setting in that pane. I usually set it between 5-15mm (the f-stop is altered automatically).<br />
&nbsp;<br />
I am sure this will probably cause photographers to scream “that’s not how to do it!” – but it works for me 🙂</li>
</ul>
<div id='13489' 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/2016/05/Daz_Studio_Octane_Camera14-520x339.jpg" alt="Screenshot of the Cameras pane with a red arrow pointing at the Aperture Diameter setting." width="520" height="339" class="size-large wp-image-13489" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Camera14-520x339.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Camera14-280x183.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Camera14-460x300.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Camera14-220x144.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Camera14.jpg 616w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Setting the Aperture Diameter in the Cameras pane.</div></div> <!-- End shiba-stage --></div></div>
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<h2>3. Daz Studio Octane Displacement Maps</h2>
<p>Some of you may have noticed that in <a href="http://thinkdrawart.com/how-to-create-realistic-skin-in-daz-studio-octane">the skin tutorial,</a> we only used a diffuse map – no bump, normal or displacement maps.  The reason I leave it to now is that I prefer to use displacement maps, which can slow down render time. Therefore, I wait until I am happy with the scene, then add displacement and tweak as necessary.</p>
<p>I used a displacement map in the Mei portrait.  It needs to be a greyscale image and ideally 4k and above.  In this case I used the standard bump map that came with Mei 7, but in the past have used dedicated displacement maps (though rarely supplied) or have made my own from the diffuse map ( <a href="http://vrayworld.com/index.php?section=tutorials&amp;category=useful+tips&amp;tutorial=useful-tips-vray-world-how-to-create-a-displacement-map-in-photoshop">tutorial on making displacement maps</a> ).  </p>
<p>The important thing here is that the black parts of the map are the parts that depress into the object (like pores) and the white bits extrude (like spots or eyebrows).  Ultimately, I find a displacement map produces a much better result as it physically alters the shape of the object, thus giving you subtle shades and shadows.</p>
<p>To add a map to the displacement node, return to the <strong>Material</strong> pane in Octane and open the face material in the node editor.</p>
<div id='13493' 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/2016/05/Daz_Studio_Octane_Displacement15-520x258.jpg" alt="Screenshot with red arrows pointing to the greyscale image node waiting to be filled, which is attached to the displacement node." width="520" height="258" class="size-large wp-image-13493" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement15-520x258.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement15-280x139.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement15-460x228.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement15-220x109.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement15.jpg 557w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Note that there is already a greyscale image node waiting to be filled, which is attached to the displacement node.</div></div> <!-- End shiba-stage --></div></div>
<p>You will notice there is already a greyscale image node waiting to be filled. This is attached to the displacement node, which in turn drives the displacement for the combined nodes before being applied to the surface.  If you have a bump map that has white eyebrows and black pores then you should be able to use it here.  Use the grayscale image node to load the bump map.</p>
<p>Next, select the Displacement node and check the level of detail corresponds to the image you have used (normally 4k).  The only other adjustment required is the height.  This is very sensitive, and you wouldn’t want to go beyond a height of 0.12cm.  </p>
<div id='13496' class='wp-caption frame3 aligncenter' style='width:312px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:312px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement16.jpg" alt="Daz Studio Octane displacement node controls. Setting Level of detail and Height." width="312" height="152" class="size-full wp-image-13496" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement16.jpg 312w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement16-280x136.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement16-220x107.jpg 220w" sizes="(max-width: 312px) 100vw, 312px" /><div class='wp-caption-text shiba-caption'>The height is very sensitive, and you would not want to go beyond a height of 0.12cm.</div></div> <!-- End shiba-stage --></div></div>
<p>The image below shows (from left to right) no displacement, 0.06cm and 0.12cm.</p>
<div id='13498' 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/2016/05/Daz_Studio_Octane_Displacement17-520x191.jpg" alt="Zoomed in image of our figure&#039;s face with different displacement heights." width="520" height="191" class="size-large wp-image-13498" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement17-520x191.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement17-280x103.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement17-768x282.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement17-460x169.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement17-220x81.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement17.jpg 900w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>From left to right &#8211; no displacement, 0.06cm and 0.12cm.</div></div> <!-- End shiba-stage --></div></div>
<p>You will need to go back and update all of your skin materials for torso and arms accordingly, and make sure they are set to the same mid-level and height (but with different image maps). Otherwise, the seams between the UV areas will become visible.</p>
<div id='13500' 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/2016/05/Daz_Studio_Octane_Displacement19-520x217.jpg" alt="Zoomed in image of our figure&#039;s face showing seam between face and neck." width="520" height="217" class="size-large wp-image-13500" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement19-520x217.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement19-280x117.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement19-460x192.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement19-220x92.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Displacement19.jpg 585w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>You will need to go back and update all of your skin materials for torso and arms accordingly, otherwise the seams between the UV areas will become visible.</div></div> <!-- End shiba-stage --></div></div>
<p>I have found that adding bump or normal maps alongside a displacement map adds very little if anything.  However, displacement maps can be very fiddly and more render intensive.  If you wish to use a bump map then create a new image node (greyscale with a gamma setting below 0.1) or normal map (RGB image node) and attach it to the appropriate connecter on the 3 specular and 1 diffuse nodes.</p>
<p>In the next tutorial I will cover a couple of other node adjustments you may find useful, and then cover briefly the other materials I used in the Mei render.</p>
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		<title>How to Create Realistic Skin in Daz Studio Octane</title>
		<link>https://thinkdrawart.com/how-to-create-realistic-skin-in-daz-studio-octane</link>
					<comments>https://thinkdrawart.com/how-to-create-realistic-skin-in-daz-studio-octane#comments</comments>
		
		<dc:creator><![CDATA[Guest Writer]]></dc:creator>
		<pubDate>Sun, 08 May 2016 21:36:03 +0000</pubDate>
				<category><![CDATA[Daz Studio]]></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 renderer]]></category>
		<category><![CDATA[octane shader]]></category>
		<category><![CDATA[octane skin]]></category>
		<category><![CDATA[octane skin material]]></category>
		<category><![CDATA[skin material]]></category>
		<category><![CDATA[skin shader]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">http://thinkdrawart.com/?p=13356</guid>

					<description><![CDATA[One big challenge in 3d-art is to capture the complexity of human skin and make it look more organic and less synthetic. Here, we take a deep look on how to set-up realistic looking human skin in Daz Studio Octane. ]]></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.tkqlhce.com/links/3576029/type/dlg/https://www.daz3d.com/gallery/users/105592/' rel='nofollow'>here.</a><br />
</em></p>
<p>We will need a working version of the Daz Octane plugin installed (full or demo).  This can be downloaded at <a href="http://www.otoy.com">www.otoy.com</a>.  <strong>Please note</strong> &#8211; if you are using the demo version then image size is restricted and will be watermarked, and you will not be able to access the material database. If you are not familiar with Daz Studio Octane, <a href="http://thinkdrawart.com/an-introduction-to-daz-studio-octane">this introduction article</a> will give you an overview.</p>
<p>In this tutorial, I will use the Mei portrait image below as an example. </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'>Daz Studio Octane Skin Shader Tutorial</div></div> <!-- End shiba-stage --></div></div>
<ol>
<li>Start by downloading <a href="https://www.dropbox.com/s/ju5chpqmal45pja/DazStudioOctaneSkinShader.zip?dl=0">this .duf file.</a></li>
<li>Open Daz Studio.  If the plugin is installed correctly, you should have the following icons in your toolbar <img loading="lazy" style="vertical-align:middle;" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial1.jpg" alt="Daz_Studio_Octane_Skin_Shader_Tutorial1" width="114" height="54" class="alignnone size-full wp-image-13359" /><//li>
<li>Make sure the icon on the right is set to ‘Duf’ (click on it to cycle through the options) – this setting will make sure that all Octane settings and materials from the Duf file are loaded (Manual loads no Octane settings, Auto will try and build materials based on the settings within Daz).<br />
&nbsp;<br />
The left icon is for the Main Octane Settings, the middle opens the render viewport.</li>
<li>Unzip and open the <strong>SkinShader.duf</strong> file you just downloaded.  You should find a simple scene with a Sphere primitive.  If you open the render viewport the sphere will be rendered, but will be quite dark and not look very much like skin at the moment.</li>
<li>Now import a model – I have used <a href='https://www.kqzyfj.com/links/3576029/type/dlg/https://www.daz3d.com/mei-lin-7' rel='nofollow'>Genesis 3 model (Mei Lin 7)</a> in this example but you can use any model you have. Note that the available surfaces will be different for earlier generation models, but the same principles will apply – e.g. Torso in Gen 3 is Head, neck, hips etc. in Gen2.  For best results try and use a model that has a diffuse map that is photo-referenced, and not hand painted – Mei Lin 7, <a href='https://www.tkqlhce.com/links/3576029/type/dlg/https://www.daz3d.com/olympia-7' rel='nofollow'>Olympia 7,</a> <a href='https://www.tkqlhce.com/links/3576029/type/dlg/https://www.daz3d.com/michael-7' rel='nofollow'>Michael 7</a> and <a href='https://www.kqzyfj.com/links/3576029/type/dlg/https://www.daz3d.com/michael-6' rel='nofollow'>Michael 6</a> are good examples.</li>
<li>With your chosen model loaded, open the Octane Settings window, and select the materials tab.</li>
<div id='13364' 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/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial2-520x476.jpg" alt="Screenshot of the Materials menu in the Daz Studio Octane plugin." width="520" height="476" class="size-large wp-image-13364" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial2-520x476.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial2-280x256.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial2-460x421.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial2-220x201.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial2.jpg 662w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>The Materials Tab of the Octane Settings window.</div></div> <!-- End shiba-stage --></div></div>
<p>The left part lists all available/used materials, the middle part lists current scene models with their available surfaces. When you select a surface a yellow dot will show you which material is attached.</p>
<li>Now apply the skin material to the model – click and drag <em>SkinShader</em> from the left and drop it on the <em>Face</em> surface.  Apply the same material to the <em>Lips</em> and <em>Ears.</em>  You can now delete the sphere from within Daz Studio.  It should now look like this:</li>
</ol>
<div id='13366' 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/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial3-520x261.jpg" alt="Daz Studio Octane interface screenshot after applying the SkinShader material to the Face, Lips, and Ears of our model." width="520" height="261" class="size-large wp-image-13366" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial3-520x261.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial3-280x141.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial3-460x231.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial3-220x111.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial3.jpg 714w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>After applying the SkinShader material from the left to the Face, Lips, and Ears surfaces.</div></div> <!-- End shiba-stage --></div></div>
<p>Now you have the material applied open the render viewport.  It will still look a little dark and not skin like yet.  We need to add a few more  things to the material using the <strong>Nodegraph Editor</strong> (highlighted with a red rectangle in the image above).</p>
<div class="alignspace"></div>
<h2>Exploring Our Octane Skin Material</h2>
<p>When rendering an object using a PBR (physically based renderer) like Octane, the material needs to replicate its real world equivalent.  With skin this involves creating layers for the deep scatter (blood vessels), hypodermis &amp; dermis (fatty tissue), and epidermis (the outermost layer).  At the very least I feel you need the first and last if you want that lovely red translucency (scattering) in the ears.  </p>
<p>One way is to generate independent layers on the model (each with its own material), but this is cumbersome and from my experience does not add anything.  <strong>I prefer to generate all the layers within one material.</strong></p>
<p>I do this by combining different nodes.  Octane has four primary nodes – <em>Diffuse</em> (solid matt surface), <em>Glossy</em> (solid shiny surface) and <em>Specular</em> (clear or transparent surface).  The fourth is a <em>Mix Node</em> where you can combine two or more of these surface nodes.</p>
<div id='13372' 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/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial5-520x507.jpg" alt="Screenshot of the node graph for the skin material used in the Mei portrait." width="520" height="507" class="size-large wp-image-13372" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial5-520x507.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial5-280x273.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial5-768x749.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial5-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial5-460x448.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial5-220x214.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial5-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial5-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial5.jpg 954w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Node structure of the skin material I used in the Mei portrait.</div></div> <!-- End shiba-stage --></div></div>
<p>The above is the node structure of the skin material I used in the Mei portrait.   Nodes 2 &amp; 3 are adapted from the amazing skin material developed by TonySculptor (freely available in the Octane library) . I have added the other nodes around it, and they loosely represent the layers of skin as follows:</p>
<ol>
<li>Specular Material (blood vessels, or deep scatter)</li>
<li>Specular Material (skin mid-layer)</li>
<li>Specular Material (skin mid-layer)</li>
<li>Diffuse Material (skin surface)</li>
<li>Displacement map (add texture and definition to the surface)</li>
<p>In isolation, each of the five nodes will look like the following (Figure 6 is all combined):</p>
<div id='13373' 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/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial6-520x495.jpg" alt="Images showing each of the 5 skin layers present in our Mei portrait skin material." width="520" height="495" class="size-large wp-image-13373" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial6-520x495.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial6-280x266.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial6-768x731.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial6-460x438.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial6-220x209.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial6.jpg 1076w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>The five skin layers I am using in my Mei portrait skin. Figure 6 shows all of the layers combined.</div></div> <!-- End shiba-stage --></div></div>
<p>The additional nodes in the skin material are:</p>
<li>Output node – the item/s that the material is applied to</li>
<li>Mix material node – used to combine two material nodes</li>
<li>Image node – used to place an image within a marterial</li>
<li>Colour node – used to set an RGB/Greyscale setting to a node</li>
<li>Scattering node – used to set the scattering parameters for specular or diffuse nodes</li>
</ol>
<p><strong>Note however, that our current skin material does not contain any texture maps. We will need to put in appropriate texture maps according to the nodes described above.</strong> </p>
<p>In particular, there is a Diffuse map in the 4<sup>th</sup> picture – let’s go ahead and put that into the skin material.  Select the <em>RGB Image</em> node connected to the <em>Diffuse</em> node. The following settings should appear on the right of the editor:</p>
<div id='13376' class='wp-caption frame3 aligncenter' style='width:282px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:282px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial7.jpg" alt="Daz Studio Octane screenshot of the RGB Image node settings." width="282" height="296" class="size-full wp-image-13376" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial7.jpg 282w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial7-280x294.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial7-210x220.jpg 210w" sizes="(max-width: 282px) 100vw, 282px" /><div class='wp-caption-text shiba-caption'>Settings for the RGB Image node.</div></div> <!-- End shiba-stage --></div></div>
<p>It’s all set to receive the diffuse map – simply select the drop down list and either <em>Browse</em> to the diffuse map location, or (if loaded) from the map list that is generated (in this example, the maps available for Mei are offered).  I want the <strong>MeiLin7FaceD_1001.jpg</strong> image.</p>
<div id='13379' class='wp-caption frame3 aligncenter' style='width:381px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:381px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial8.jpg" alt="Daz Studio Octane screenshot of how to assign texture maps to the chosen RGB Image node. " width="381" height="384" class="size-full wp-image-13379" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial8.jpg 381w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial8-150x150.jpg 150w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial8-280x282.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial8-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial8-218x220.jpg 218w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial8-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial8-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial8-96x96.jpg 96w" sizes="(max-width: 381px) 100vw, 381px" /><div class='wp-caption-text shiba-caption'>Browse to the diffuse map location, or (if loaded) from the map list that is generated .</div></div> <!-- End shiba-stage --></div></div>
<p>Now let’s return to the Material tab and generate two more skin materials – one for the torso, and one for the arms.  Right click on the <em>SkinShader</em> material and <strong>Copy</strong> as new material.</p>
<div id='13382' class='wp-caption frame3 aligncenter' style='width:378px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:378px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial9.jpg" alt="Daz Studio Octane screenshot of how to copy our SkinShader material so that we can create separate ones for the torso and arms." width="378" height="236" class="size-full wp-image-13382" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial9.jpg 378w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial9-280x175.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial9-220x137.jpg 220w" sizes="(max-width: 378px) 100vw, 378px" /><div class='wp-caption-text shiba-caption'>Generate two more skin materials – one for the torso, and one for the arms.</div></div> <!-- End shiba-stage --></div></div>
<p>A copy will be created in the <em>unused</em> section (blue – not assigned).  Now drag this material over to the torso surface to assign it.  With the torso selected, open the <strong>Nodegraph editor</strong> and change the diffuse map we set before to the appropriate <em>Torso diffuse map image</em>.  The RGB node should now look something like this.</p>
<div id='13384' class='wp-caption frame3 aligncenter' style='width:385px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:385px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial10.jpg" alt="Daz Studio Octane screenshot of our RGB image node after applying a Torso diffuse map image." width="385" height="210" class="size-full wp-image-13384" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial10.jpg 385w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial10-280x153.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial10-220x120.jpg 220w" sizes="(max-width: 385px) 100vw, 385px" /><div class='wp-caption-text shiba-caption'>RGB image node after applying the appropriate Torso diffuse map image.</div></div> <!-- End shiba-stage --></div></div>
<p>Repeat this again for the arms. We can ignore the legs and nails as they will not be visible. Your completed skin material list should look like this:</p>
<div id='13386' class='wp-caption frame3 aligncenter' style='width:399px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:399px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial11.jpg" alt="Daz Studio Octane screeshot of our material list after creating and assigning torso and arm materials." width="399" height="301" class="size-full wp-image-13386" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial11.jpg 399w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial11-280x211.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial11-220x166.jpg 220w" sizes="(max-width: 399px) 100vw, 399px" /><div class='wp-caption-text shiba-caption'>Completed skin material list.</div></div> <!-- End shiba-stage --></div></div>
<p>You can right click each material and rename it if you wish, always useful when scenes get more complicated.  You can also save them as pre-sets so they are available in other projects.</p>
<div class="alignspace"></div>
<h2>We Are Done!</h2>
<p>Congratulations! You have just created a Daz Studio Octane skin material. Open the render viewport again, and the image should start to look more like skin now.</p>
<div id='13388' 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/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial12-520x385.jpg" alt="Face screenshot of our skin material in the render viewport." width="520" height="385" class="size-large wp-image-13388" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial12-520x385.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial12-280x207.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial12-460x340.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial12-220x163.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/05/Daz_Studio_Octane_Skin_Shader_Tutorial12.jpg 553w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>How our Octane skin material looks in the render viewport.</div></div> <!-- End shiba-stage --></div></div>
<p>To transform this image to a finished portrait, we will need to work on setting up displacement, lighting the scene and then setting up the camera. We will discuss how to do this in our next Octane tutorial.</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'>Our finished Mei portrait with appropriate camera, scene lighting, and post-work.</div></div> <!-- End shiba-stage --></div></div>
<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.anrdoezrs.net/links/3576029/type/dlg/https://www.daz3d.com/gallery/users/105592/' rel='nofollow'>here.</a><br />
</em></p>
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		<title>An Introduction to Daz Studio Octane</title>
		<link>https://thinkdrawart.com/an-introduction-to-daz-studio-octane</link>
					<comments>https://thinkdrawart.com/an-introduction-to-daz-studio-octane#comments</comments>
		
		<dc:creator><![CDATA[Guest Writer]]></dc:creator>
		<pubDate>Tue, 26 Apr 2016 20:37:13 +0000</pubDate>
				<category><![CDATA[Daz Studio]]></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 renderer]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">http://thinkdrawart.com/?p=13159</guid>

					<description><![CDATA[The Octane renderer is fast and can produce great looking renders. Here, we give an overview of using Octane from within Daz Studio, along with the tools and settings you will need.]]></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.tkqlhce.com/links/3576029/type/dlg/https://www.daz3d.com/gallery/users/105592/' rel='nofollow'>here.</a><br />
</em></p>
<p><strong>Why Octane?</strong></p>
<div id='13175' class='wp-caption frame3 alignright' style='width:280px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:280px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Sitting_Back_Daz_Studio_Octane_Digital_Art-280x374.jpg" alt="Woman sitting with bare back facing the viewer. Images rendered in Daz Studio Octane, digital art." width="280" height="374" class="size-medium wp-image-13175" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Sitting_Back_Daz_Studio_Octane_Digital_Art-280x374.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Sitting_Back_Daz_Studio_Octane_Digital_Art-768x1025.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Sitting_Back_Daz_Studio_Octane_Digital_Art-435x580.jpg 435w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Sitting_Back_Daz_Studio_Octane_Digital_Art-345x460.jpg 345w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Sitting_Back_Daz_Studio_Octane_Digital_Art-165x220.jpg 165w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Sitting_Back_Daz_Studio_Octane_Digital_Art.jpg 1024w" sizes="(max-width: 280px) 100vw, 280px" /><div class='wp-caption-text shiba-caption'>Why Octane?</div></div> <!-- End shiba-stage --></div></div>
<p>I started using Daz just under a year ago now, with no background in art or design.  I run <a href="http://alexkelly.biz/">my own business</a> (along with my wife) that specialises in developing communication skills for people with Autism and Learning Disabilities.  It was through my work that I discovered <a href='https://www.kqzyfj.com/links/3576029/type/dlg/https://www.daz3d.com/get_studio' rel='nofollow'>Daz Studio,</a> and was interested in its educational potential for developing avatars that could represent different emotions, expressions and social situations.  I got to grips with the basics and soon developed some resources that were well received, but they were very <em>plastiky</em> and I wanted a little more realism.</p>
<p>I spent a couple of months working with 3Delight, iRay, Reality (Lux), Indigo (via iClone) and Arnold (via a Cinema4d demo), before discovering Octane. While the render engine <strong>does</strong> play a role in determining the quality of the render produced – I would place lighting, camera settings, more lighting, shader quality and perhaps even post-work above it in significance.  </p>
<div id='13199' 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/2016/04/Girl_Female_Woman_Head_to_Head_with_Tiger_Octane_Daz_Studio-520x188.jpg" alt="Fantasy art of a woman head to head and growling at a tiger." width="520" height="188" class="size-large wp-image-13199" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Head_to_Head_with_Tiger_Octane_Daz_Studio-520x188.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Head_to_Head_with_Tiger_Octane_Daz_Studio-280x101.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Head_to_Head_with_Tiger_Octane_Daz_Studio-768x278.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Head_to_Head_with_Tiger_Octane_Daz_Studio-460x167.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Head_to_Head_with_Tiger_Octane_Daz_Studio-220x80.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Head_to_Head_with_Tiger_Octane_Daz_Studio.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Rendered with Daz Studio Octane, with minimal postwork.</div></div> <!-- End shiba-stage --></div></div>
<p>However, as far as render engines go, Octane appealed to me – it allowed me to stay within Daz, use all of the assets I had accumulated, and most importantly the node based shader/material interface made complete sense to me.  <strong>It is also fast – very fast.</strong>  I started tweaking and twiddling skin materials about six months ago, and haven’t really stopped since!</p>
<p>In this article, I will introduce you to using Octane from within Daz Studio, along with the tools and settings you will need.</p>
<div id='13170' 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/2016/04/Daz_Studio_Octane_Introduction15-520x390.jpg" alt="Series of digital art portrait snapshots for an attractive woman. Created with Daz Studio, Octane, and the fantastic Nik collection of Photoshop plugins, which are now FREE." width="520" height="390" class="size-large wp-image-13170" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction15-520x390.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction15-280x210.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction15-768x576.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction15-460x345.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction15-220x165.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction15.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>An Introduction to Daz Studio Octane</div></div> <!-- End shiba-stage --></div></div>
<div class="alignspace"></div>
<h2>Octane Renderer</h2>
<p>Octane is, like iRay, a Physically Based Renderer (PBR).  My understanding of this is that the engine accurately simulates the characteristics of light and it’s interaction with a variety of surfaces. In particular, simulated light bounces around a simulated environment hitting simulated surfaces until it hits the lens of a simulated camara.  This article does a great job at explaining the <a href="https://www.marmoset.co/toolbag/learn/pbr-theory">Basic Theory of Physically-Based Rendering.</a></p>
<p>There are two ways of using Octane with Daz Studio – through the standalone Octane Render Software or the Daz Integrated Plugin.  There is very little to separate them regarding the tools available or the quality of what is produced, but the Daz plugin is infinitely easier to use. You make an adjustment in Daz, it is updated in the render preview in close to real-time.  If you do not have a licence of Octane, a trial version is available for standalone and plugin versions (<a href="http://www.otoy.com">www.otoy.com</a>).  I use the 3.0.6 beta version, but the tutorial will work just as well with the stable 2.24 version.  In terms of hardware I am using an 8 core i7 5960x, 32gb ram, and dual Titan X GPUs, though it will work quite happily on more modest machines (I started on an old Macbook pro).</p>
<p>Once installed, you can access the plugin from within Daz via the <strong>OctaneRender Main</strong> link in the <strong>Render</strong> menu, or use the toolbar icon (see below).</p>
<div id='13179' 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/2016/04/Daz_Studio_Octane_Introduction2b-520x43.jpg" alt="Screenshot showing the main tabs in the Daz Studio Octane interface." width="520" height="43" class="size-large wp-image-13179" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction2b-520x43.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction2b-280x23.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction2b-768x63.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction2b-460x38.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction2b-220x18.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction2b.jpg 998w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Once installed, you can access the plugin from within Daz via the OctaneRender Main link in the Render menu, or use the toolbar icon.</div></div> <!-- End shiba-stage --></div></div>
<p>To get started, you need to be familiar with the Rendersettings, Environment, and Materials tabs.</p>
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<h2>Octane Render Settings</h2>
<h4>Dimensions</h4>
<p>Set the dimension (in pixels) of the render image.  A number of commonly used ratios are available, and will be familiar to iRay and Reality users.</p>
<div id='13182' 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/2016/04/Daz_Studio_Octane_Introduction5-520x81.jpg" alt="Screenshot of Daz Studio Octane interface for setting dimension of the rendered image." width="520" height="81" class="size-large wp-image-13182" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction5-520x81.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction5-280x44.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction5-768x120.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction5-460x72.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction5-220x34.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction5.jpg 869w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Set the dimension (in pixels) of the render image.</div></div> <!-- End shiba-stage --></div></div>
<h4>Kernel Settings</h4>
<p>Octane has 4 different Kernel types for processing renders. I tend to always use PMC, though path-tracing is sufficient.  PMC is the most processor intensive, and would normally only be used when things like caustics are involved, but I prefer the result.  I rarely touch the kernel settings except when there is a seam visible between the forehead and scalp – then reducing the value for <em>Ray Epsilon</em> can help. </p>
<p>Max-sample allows you to set the maximum number of samples that will be calculated before the render pauses.</p>
<div id='13183' class='wp-caption frame3 aligncenter' style='width:443px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:443px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction6.jpg" alt="Screenshot of Kernel Settings in the Daz Studio Octane Interface." width="443" height="84" class="size-full wp-image-13183" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction6.jpg 443w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction6-280x53.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction6-220x42.jpg 220w" sizes="(max-width: 443px) 100vw, 443px" /><div class='wp-caption-text shiba-caption'>Octane has 4 different Kernel types for processing renders, but I usually use PMC.</div></div> <!-- End shiba-stage --></div></div>
<h4>Imager settings</h4>
<p>A selection of filters that simulate the colour and tone of common cameras.  By default this is set to <em>Linear</em>.  I tend to use <em>linear</em> when I am setting up the scene and then <em>Kodachrome</em> or <em>Agfachrome</em> curves. The contrast they provide helps lift some of the finer details in the skin, such as pores and blemishes.</p>
<div id='13184' class='wp-caption frame3 aligncenter' style='width:419px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:419px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction7.jpg" alt="Screenshot of Imager settings in the Daz Studio Octane Interface." width="419" height="437" class="size-full wp-image-13184" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction7.jpg 419w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction7-280x292.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction7-211x220.jpg 211w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction7-32x32.jpg 32w" sizes="(max-width: 419px) 100vw, 419px" /><div class='wp-caption-text shiba-caption'>A selection of filters that simulate the colour and tone of common cameras.</div></div> <!-- End shiba-stage --></div></div>
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<h2>Octane Environment</h2>
<p>Here you can choose between the Octane <em>generated daytime environment</em> (left) or <em>HDR texture environment</em> (right).  You can also select to have a greyscale or RGB environment.  </p>
<div id='13186' 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/2016/04/Daz_Studio_Octane_Introduction8-520x161.jpg" alt="Screenshot of how to setup a HDR image in Daz Studio Octane." width="520" height="161" class="size-large wp-image-13186" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction8-520x161.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction8-280x86.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction8-768x237.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction8-460x142.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction8-220x68.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction8.jpg 900w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Here you can choose between the Octane generated daytime environment (left) or HDR texture environment (right).</div></div> <!-- End shiba-stage --></div></div>
<p>To set up a HDR image make sure <strong>RGB image</strong> is selected in the dropdown box on the right and then use the <em>browse bar</em> in the middle to locate the desired image.  Do make sure the <em>Gamma</em> is set to one.  Once in place you can transform the image using 2d or 3d controllers.  I will cover this in greater detail in the next tutorial.</p>
<div id='13188' 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/2016/04/Daz_Studio_Octane_Introduction8b-520x261.jpg" alt="Screenshot of  the Octane generated daytime environment vs. the HDR texture environment. " width="520" height="261" class="size-large wp-image-13188" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction8b-520x261.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction8b-280x141.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction8b-768x386.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction8b-460x231.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction8b-220x110.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction8b.jpg 1024w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>Spheres showing the Octane generated daytime environment (left) and the HDR texture environment (right).</div></div> <!-- End shiba-stage --></div></div>
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<h2>Octane Materials</h2>
<p>This is where you assign materials (shaders) to your model within Daz.</p>
<ol>
<li>Available materials (Used in this file, saved as presets, or from live database)</li>
<li>Selected model and available surfaces (blue – no material, white – material assigned)</li>
<li>Selected material properties</li>
<li>Nodegraph editor – opens the material editor in node view</li>
<li>Open viewport – opens the render window</li>
</ol>
<div id='13190' 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/2016/04/Daz_Studio_Octane_Introduction11-520x441.jpg" alt="Screenshot of the Daz Studio Octane Materials interface." width="520" height="441" class="size-large wp-image-13190" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction11-520x441.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction11-280x238.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction11-460x390.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction11-220x187.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction11.jpg 607w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>This is where you assign materials (shaders) to your model within Daz Studio.</div></div> <!-- End shiba-stage --></div></div>
<p>To create a new material either:</p>
<ul>
<li>Drag it from the used or preset area to the desired surface (you can use the same material on multiple surfaces)</li>
<li>Right-click the material and <em>copy as new material</em>. The new material will be an instance of the original but can be edited. Then drag the new instance across.  This is very useful when setting materials for skin.</li>
<li>Search the Live Database (not available in demo) – then drag that over to desired surface. This material will then be downloaded from the internet and applied. Materials from the database can be edited/saved as presets once downloaded</li>
<li>Right click a surface window (2 in diagram), and select either:
<ul>
<li><strong>Generate as new material > blank</strong> – will create a new blank diffuse material.</li>
<li><strong>Generate as new material > auto</strong> – will take the existing material settings applied within Daz and try to create a suitable material. You will normally need to tweak these auto materials, particularly if they are based on iRay shaders in Daz (though this is improving with newer releases).</li>
<li><strong>Generate as new light source</strong> – will create a new blank diffuse material set up as a simple, textured, or IES profile light emitter.</li>
</ul>
</li>
</ul>
<p>To edit a material either;</p>
<ul>
<li>Adjust settings in the right hand window (3 in diagram). This is suitable for minor tweaks.</li>
<li>Select the node-graph editor (4 in diagram).</li>
</ul>
<p>Below, I show the nodegraph editor (or NGE) with a simple diffuse material.</p>
<div id='13194' 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/2016/04/Daz_Studio_Octane_Introduction12-520x567.jpg" alt="Screenshot of a simple diffuse material in the Daz Studio Octane interface." width="520" height="567" class="size-large wp-image-13194" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction12-520x567.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction12-280x306.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction12-422x460.jpg 422w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction12-202x220.jpg 202w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction12.jpg 646w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>The nodegraph editor (or NGE) with a simple diffuse material</div></div> <!-- End shiba-stage --></div></div>
<p>Next, is the node-graph of a more complex skin material.  </p>
<div id='13195' 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/2016/04/Daz_Studio_Octane_Introduction13-520x499.jpg" alt="Screenshot of a more complex skin material in the Daz Studio Octane interface." width="520" height="499" class="size-large wp-image-13195" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction13-520x499.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction13-280x269.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction13-768x737.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction13-460x441.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction13-220x211.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction13-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction13.jpg 927w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>The node-graph of a more complex skin material.</div></div> <!-- End shiba-stage --></div></div>
<p>Octane has four primary nodes:</p>
<ol>
<li>Diffuse &#8211; solid material surface,</li>
<li>Glossy &#8211; solid shiny surface,</li>
<li>Specular &#8211; clear or transparent surface, and </li>
<li>Mix node &#8211; combines two or more of the previous surface nodes.</li>
</ol>
<p>Nodes are available from the pull-out list on the left, can be dragged into the main viewport, and then edited on a node-by-node basis on the right.  It may seem a little daunting for anyone unfamiliar with node based systems, but <strong>this is by far the easiest way to manipulate materials in Octane (and in my opinion within Daz also).</strong>  </p>
<p>Once you become familiar it is very versatile and can lead to a multitude of new ways for generating materials; for example generating a greyscale image using a noise generator, mixing it with a turbulence generator and using the result instead of a bump map for variation on a the skin surface.</p>
<p>Other nodes are available for setting colour, placing images, generating procedurals (like noise), manipulating uv projections, setting displacement, setting emitters and so on.</p>
<p>Once nodes are placed they can be connected using the colour-coded terminals.  This is very useful when new to the NGE, as you can’t plug something in where it can’t be used.</p>
<p>It may also be worth referring to the <a href="https://docs.otoy.com/#37NGE%20(Node%20Graph%20Editor)%20Tab">online manual </a> for more information.</p>
<div id='13201' 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/2016/04/Girl_Female_Woman_Portrait_Daz_Studio_Octane_Digital_Art_Skin_Study-520x510.jpg" alt="Close-up portrait of a dark-eyed woman, smiling at the camera. Digital art, rendered in Daz Studio Octane." width="520" height="510" class="size-large wp-image-13201" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Portrait_Daz_Studio_Octane_Digital_Art_Skin_Study-520x510.jpg 520w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Portrait_Daz_Studio_Octane_Digital_Art_Skin_Study-280x275.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Portrait_Daz_Studio_Octane_Digital_Art_Skin_Study-768x753.jpg 768w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Portrait_Daz_Studio_Octane_Digital_Art_Skin_Study-48x48.jpg 48w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Portrait_Daz_Studio_Octane_Digital_Art_Skin_Study-460x451.jpg 460w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Portrait_Daz_Studio_Octane_Digital_Art_Skin_Study-220x216.jpg 220w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Portrait_Daz_Studio_Octane_Digital_Art_Skin_Study-54x54.jpg 54w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Portrait_Daz_Studio_Octane_Digital_Art_Skin_Study-32x32.jpg 32w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Girl_Female_Woman_Portrait_Daz_Studio_Octane_Digital_Art_Skin_Study.jpg 1044w" sizes="(max-width: 520px) 100vw, 520px" /><div class='wp-caption-text shiba-caption'>A finished render of my Daz Studio Octane skin using Olympia 7.</div></div> <!-- End shiba-stage --></div></div>
<div class="alignspace"></div>
<h2>Octane Render Viewport</h2>
<p>The final part of the plug-in we will explore is the viewport.  This is where you render the scene, as well as fine-tune some of the settings.  For example, you can:</p>
<ul>
<li>Set manual or autofocus</li>
<li>Limit render to a selected region</li>
<li>Adjust kernel settings</li>
<li>Adjust camera settings</li>
<li>Set post-processing (like bloom)</li>
<li>Adjust environment settings</li>
<li>Generate additional render-passes</li>
<li>Save final image</li>
</ul>
<p>Again, I will go into a lot more detail with using the viewport in the next tutorial.</p>
<div id='13204' class='wp-caption frame3 aligncenter' style='width:477px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:477px'><img loading="lazy" src="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction14-477x580.jpg" alt="Screenshot of the Octane Render Viewport." width="477" height="580" class="size-large wp-image-13204" srcset="https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction14-477x580.jpg 477w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction14-280x340.jpg 280w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction14-379x460.jpg 379w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction14-181x220.jpg 181w, https://cdn.thinkdrawart.com/wp-content/uploads/2016/04/Daz_Studio_Octane_Introduction14.jpg 762w" sizes="(max-width: 477px) 100vw, 477px" /><div class='wp-caption-text shiba-caption'>I will go into a lot more detail with using the viewport in the next tutorial.</div></div> <!-- End shiba-stage --></div></div>
<div class="alignspace"></div>
<h2>Summary</h2>
<p>Now that you are familiar with the core functions and tools within the Octane Plugin, we can move onto setting up a scene based on my <a href='https://www.anrdoezrs.net/links/3576029/type/dlg/https://www.daz3d.com/gallery/images/123816' rel='nofollow'>Mei image.</a>  In the next tutorial I will set up the scene within Daz Studio and cover lighting, camera, and setting materials.</p>
<p><em><br />
<a href='https://www.jdoqocy.com/links/3576029/type/dlg/https://www.daz3d.com/gallery/#users/105592/' rel='nofollow'>Check out the wonderful art of Brian Sains.</a><br />
</em> </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'>In the next tutorial I will set up this scene within Daz Studio and cover lighting, camera, and setting materials.</div></div> <!-- End shiba-stage --></div></div>
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