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	<title>Think, Draw, Art!</title>
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		<title>Advanced Skin Material Settings for Daz Studio Octane</title>
		<link>https://thinkdrawart.com/advanced-skin-material-settings-for-daz-studio-octane</link>
					<comments>https://thinkdrawart.com/advanced-skin-material-settings-for-daz-studio-octane#respond</comments>
		
		<dc:creator><![CDATA[Guest Writer]]></dc:creator>
		<pubDate>Wed, 15 Jun 2016 05:10:16 +0000</pubDate>
				<category><![CDATA[Daz Studio]]></category>
		<category><![CDATA[advanced skin]]></category>
		<category><![CDATA[advanced skin settings]]></category>
		<category><![CDATA[daz studio]]></category>
		<category><![CDATA[daz studio octane]]></category>
		<category><![CDATA[daz studio octane tutorial]]></category>
		<category><![CDATA[daz studio tutorial]]></category>
		<category><![CDATA[octane]]></category>
		<category><![CDATA[octane material]]></category>
		<category><![CDATA[octane skin]]></category>
		<category><![CDATA[octane skin material]]></category>
		<category><![CDATA[skin]]></category>
		<category><![CDATA[skin material]]></category>
		<category><![CDATA[sss]]></category>
		<category><![CDATA[sub-surface scattering]]></category>
		<guid isPermaLink="false">http://thinkdrawart.com/?p=13619</guid>

					<description><![CDATA[We discuss more advanced settings for skin materials in Daz Studio Octane. This includes sub-surface scattering (SSS) settings, glossiness, auto-material, and more.]]></description>
										<content:encoded><![CDATA[<p><em>This article and all of the images within were created by the very talented Brian Sains. Copyright &copy; Brian Sains. Check out his gallery <a href='https://www.dpbolvw.net/links/3576029/type/dlg/https://www.daz3d.com/gallery/users/105592/' rel='nofollow'>here.</a><br />
</em></p>
<h2>Sub-surface scattering (SSS)</h2>
<p>In the introduction to this series I explained how Physically Based Render engines work – simulated light bouncing around interacting with surfaces. </p>
<p>SSS is the process that defines &#8211;</p>
<ul>
<li>How light passes through a translucent object,</li>
<li>How it interacts with the properties of that object, and</li>
<li>How it exits the object (at a different point – hence scattered).</li>
</ul>
<p>In practical terms, particularly with skin, it is the effect where you see light pass through extremities like the ear, producing a reddening glow.</p>
<div id='13622' class='wp-caption frame3 aligncenter' style='width:520px' ><div class='shiba-outer shiba-gallery' ><div class='shiba-stage' style='width:520px'><img 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>
<div class="alignspace"></div>
<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>
<div class="alignspace"></div>
<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.tkqlhce.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 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.anrdoezrs.net/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.anrdoezrs.net/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.dpbolvw.net/links/3576029/type/dlg/https://www.daz3d.com/olympia-7' rel='nofollow'>Olympia 7,</a> <a href='https://www.anrdoezrs.net/links/3576029/type/dlg/https://www.daz3d.com/michael-7' rel='nofollow'>Michael 7</a> and <a href='https://www.tkqlhce.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.kqzyfj.com/links/3576029/type/dlg/https://www.daz3d.com/gallery/users/105592/' rel='nofollow'>here.</a><br />
</em></p>
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