How am I to add dermal maps to the Subsurface under aiStandardSurface? I know you can add the aiMultiply and connect an aiImage with the dermal map to the aiMultiply, but is that how you are to do it?
Also what do I do to get rid of this redness of the shadows. I added a diffuse and aiMultiply and changed the second channel to a red for the redness of the SS. I have tried almost everything I can think of; I've tried changing the color of the diffuse, changing the color of the lighting and shadows of the area light (and other lighting parameters), but it won't go away. I've also tried plugging in a custom controlled "subdermal" map and messed with the colors.
I would like the skin to look somewhat like this. My diffuse has similar saturation, but it's the SS that's messing everything up.
This is what I have and sorry for the low sampled test render. And I have watched the Human Skin with Arnold 5 video, so please don't refer me to watch it.
I'd appreciate it if anyone could take the time to help me.
What is your SSS scale set to?
Can you share your shader network and Standard Surface settings, please?
Here is the network of maps that I have plugged in so far, and then the aiStandardSurface settings on the right. I didn't think of the scale, but I know the scale of my head is relative to the size of the 3D head of Emily. I am not sure now how to get the correct scale of the head.
Also, for plugging in dermal maps if I were to want to, how exactly would you do that correctly?
Edit: right now I have messed around with the SSS, but I keep getting a lot of noise and a lot of RGB pixelation. I am aware of how to fix it, but I just want to double check. For the last few renders, if I were to increase the sampling of diffuse, and SSS would the noise be reduced or gone and would the shadows be less saturated and more smooth?
Thank you again.
That render looks better. Did you reduce the SSS Scale with it? If the scene is in meters, then SSS Scale can be set to 0.01. Around 0.1 usually works fine for me with cm.
Increasing SSS samples to 3 or 4 will reduce the SSS noise.
If that does not help, try increasing Diffuse Samples to 3.
How many light samples do you have? For final rendering increase them to 3 or 4.
For identifying what is causing noise in the scene you can use the Feature Overrides or render out to AOVs.
Hope that helps.
Thank you again, reducing the SSS scale helped. I reduced it to .3 as my units in Maya are the default cm. And for lights I am using a key light with a sample of 4 and then a back light with a sample of 3. I'll adjust my samples when I am closer to being done with everything.
Unfortunately, I'm having troubles with the sclera reflections of the eyes now, so I'll have to redo the lighting.
Also I'm having a problem with the displacement map for the face. I am exporting an 8K displacement map from ZBrush 4R8 and importing it into Maya.
I would like to get the full and best resolution that I can get, however it's not working perfectly.
I am using these settings except for the map size:
When I import and render the full 8K 32bit EXR displacement map in Arnold, the resolution nor detail is what it looked like in ZBrush; the intensity of the details is off. I've tried using the Get Scale in the Multi Map Exporter inside ZBrush. It's changing the scale to 6 and the intensity to .01, but when rendering the map with the new scale and intensity it's still not the same displacement intensity that's inside ZBrush.
I've also changed the mesh's subdivision settings and increased the iterations, changed the Type to catclark, and the UV Smoothing to linear; and it somewhat helped with seeing the details better.
The only thing that really seemed to help is changing the Scale under the Displacement node in the Hypershade window. When increasing the scale, do you lose detail in the map? And is there something else that I could do instead of having to increase the scale or lose detail?
Also, I am using an aiImage node and plugging the Out Color R to the Displacement node, I am not sure if that's correct?
Thank you again.
Ensure that the Color Space of your aiImage is set to Raw when using 32 bit EXR files (see Maya 2017 Color Management).
Yes, please post your shader network and Displacement settings.
In Maya 2017+, ensure that your 32-bit EXR is set to RAW. More information is available here. How many subdivision iterations for the polymesh are you using?
Please share your shading network and displacement settings in Maya.
Could you tell me how to plug in a bump map rather than a displacement? I looked at this: https://support.solidangle.com/pages/viewpage.action?pageId=40111144, but it doesn't really show much. Where exactly would I plug in the aibump node into? Does it go into the Normal Camera in the aiShaderSurace?
Someone told me that if you have both a displacement and bump map, then there would be more details?
Here are my settings for the displacement map.