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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>
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		<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>
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					<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 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.jdoqocy.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.anrdoezrs.net/links/3576029/type/dlg/https://www.daz3d.com/olympia-7' rel='nofollow'>Olympia 7,</a> <a href='https://www.jdoqocy.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.kqzyfj.com/links/3576029/type/dlg/https://www.daz3d.com/gallery/users/105592/' rel='nofollow'>here.</a><br />
</em></p>
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