PBR Materials Tests

Thank you @pixelgrip. Thats great news, I didnt know that node has been added! I will give it a try

Ooooh man! Really nice!

Thanks man!

I keep learning about SSS and how to make skin shaders using new Cycles nodes and features, like AO + Bevel nodes to make the thickness maps, or SSS Random Walk to make the shaders. Here are some tests using a custom layered SSS shader i had been working on couple of months.

You can find the models that im using here:

-https://blog.eisko.com/2017/09/eiskos-new-head-datapack-is-out.html
-http://gl.ict.usc.edu/Research/DigitalEmily2/

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Another quick render test trying to improve the eyes:

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Holy… I am at an cul-de-sac for words… These are AMAZING MAN!

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Thank you man, glad you like it!!

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Working a little more on SSS skin shader based on a thickness map

testi

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I did this, to explain the workflow i followed to create the eyes materials. Its in spanish but i think you can follow. The models of the eyes you can get from “Digital Emily” i shared a link couple of post above

More testing of the skin shader with different free models and some composition

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Keep struggling with the eyes

untitled

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Hey glad to see you’re back to updating this thread! did you ever get around to sharing your Uber shader? I was always interested to see how you got the metal test from earlier in the thread to look realistic. Also have you seen this Skin shader? https://www.undoz.com/blog/2015/9/5/cycles-sss-skin-shader.html

take a look at this eye tut.btw i like you skin shader results.

and a generator $

Hey man! Glad to see you still around here. About the metal shader i thought i reply you some posts above, but i anyways @dparish2 posted cool realistic metal tests some posts above, you should ask him i think he used my same workflow. Yeah i tried that skin shader good quality and excellent results, but its kinda outdated. You lose some consistency under different illumination, i think because its not 100% PBR. Its uses two layered system, for my shader i use three-layered system, which gives you a lil more control and also that shader you posted uses a manual control for layer weight, in my shader i use “thickness maps” to control the “layers”.

Thanks man for the tutorials links, it helped a lot, but im still having problems setting right the eyes too look realistic.

Some more tests trying differents light scenes:

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More testing with Lousie scan, i posted the downloable link some posts above

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Hi, some testing of peach fuzz (vellus hair), im kinda learning particles system.

Subtle:

04

Exaggerated:

05

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Hi, last year i was learning a little bit of Substance Designer, is a good tool, i wish Cycles would have some of their tools. Blender is already very good for procedural but some nodes like “blur” and a better pattern creation are missing. I want to share with you some textures i made in SD and rendered in Blender, im still learning but i will open a gumroad so you can download for free some of these. Im still figuring out how to make it

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