There's been an interesting clash of techniques and personalities over at Daz 3d Bryce forums. In the mean time I have not been here as much lately but managed to complete this little experiment in realistic skin. Here we have woman standing in a room that is all white. The room is meant to be a continuous lightsource; like a scene from a movie. In this case I have assumed that the viewer's eyes have adjusted for most of the overpouring of light. I tested three different skin tones for this test. The skin has a slightly red tinted specular halo designed to provide me with a false SubSurface Scatter. Lit via IBL and a six sided cube mapped with spotlights.
Great lighting, I would recomend darker shadows, but that wouldn't make sense considering she is in a room full of light, SSS is still missing from this, with this much light it would really be visible. I think it might be possible by rendering it again with blurry transparency and then overlaying it in photoshop or gimp using a blending mode, I just made that up so I don't know how much it will work.
Join Date: 01.03.2004 Comments: 2227
Choices choices... well, they all look good. I like the cropping, you have created a very stylish image all on it's own and is surely worthey of full marks. The right image I feel is too dark. The middle image, the skin looks good to me, in isolation, I'd say this was the most convinceing. For effect, however, I'd pick the left hand image. The light is very warm and slightly "burnt out" - or so it feels. The white background seems to compliment this one best. On the subject of SSS I'd say, the middle was giving me a hint of that, but it's so subtle I'd be hard pressed to justify that.
Join Date: 05.26.2004 Comments: 4404
Excellent example, Rashad. Nice to see it a bit larger than at the forum. I like the centre one most but the left one is better for effect. I would choose it for advertising of something or other (a beauty cream, underwear or such). Definitely a 5/5, even though it's not made using TA ;-)
Join Date: 06.04.2006 Comments: 2615
Thanks guys. I am finding it difficult to use SSS with any amount of lighting complexity. SSS like all forms of transparency does not render very quickly when lots of lights are applied.
On the subject of TA I can only sayt that I think TA is still very flawed but I must admit that if ambeince is to be used at all it must be True Ambience. I plan to upload some of the TA comparisons from the forum discussions and a few other artsy pics I am working on. Fun Fun Fun!
Join Date: 12.21.2006 Comments: 667
Actually ambient channel might work just as well when used with photoshop.
Join Date: 04.15.2004 Comments: 1097
Full 5er! Nothing particaular to add, Rashad... I echo David about the left hand image. This "burnt out" feeling really helps for this left hand image to be taken as a photograph. And I'd expect such exposure with all-white room like that. For me this image doesn't need SSS to feel more real. That's because the areas where on principle one sees SSS are the ears and the nostrils, the ears here are almost 100% cut in the render, the nostrils are facin' the cam, thus not backlit and hard to sss-interpret. Thats my opinion :) Once again 5/5 Rashad.
Join Date: 11.10.2007 Comments: 358
I went to the Daz Bryce forum site you referred to and read many of the posts. It was very interesting to follow the different ideas. I am do have similar ideas that follow along with PJF. He has a much better understanding on lighting than myself but seems to have a down to earth approach. The idea of what ever works is kind of were I stand. I used to do dark room work myself and related well to what he said about post work.
These three pictures look great and off course the middle one for me is the best. You have a good understanding of how to use the lighting in Bryce. But for me they still seem to lack the realism that Bryce could have. I was disappointed when it was mentioned that Bryce would not be upgraded for some time. This is the main reason I switched programs but Bryce has some great features that cannot be found in some programs.