Help with Materials, aren't the same as in Daz

Issue #1056 invalid
Chuki Cicha created an issue

I’ve been having trouble with skin materials, they look very different in blender, in some cases I can fix it by just lowering the “Gamma” value to ~2.2, but in other cases I can’t get them to look the same.

Here’s an example:

Torso in Daz:

Torso imported to blender as BSDF (Render with Cycles):

Torso imported to blender as BSDF but lowering the Gamma to ~2.2 and removing the “Multiply” nodes that affect the skin colors:

It looks yellowish, now if I touch it a little more and tweak some values on the “DAZ Translucent” node:

This is the final result I’m using now, it’s achieved by removing the “Multiply” nodes attached to the colors, and lowering the DAZ Translucent “Fac” value from 0.9 to 0.8, setting gamma to 3.5, and “Cycles Mix Factor” from 0 to 0.5

If I set the “Cycles Mix Factor” to 1, it gets kinda weird, like the normals are way too high:

I tried tweaking every single number on the material and I can’t find a way to get it better. Any help?

Here are all the pics together:

Edit: I forgot to share my global settings just in case:

Comments (8)

  1. Chuki Cicha reporter

    A note to add, maybe it discards one possible problem, I don’t have any tonemapper on the scene exported from Daz, the absolutely only thing I have on the Daz scene is the character.

  2. Alessandro Padovani

    Since you talk about gamma I suppose you’re using sss, that’s expected to be different in some cases. That is, sss can’t mimic iray you need the volumetric skin for that, that’s the default option for bsdf materials. Then even the volumetric skin has a little approximation and may differ a little from iray in some cases, apart also depending on the rendering quality in cycles. But this is the best we can do.

    Then as pointed by Midnight there’s also tone mapping that affects colors in general. And of course you need to use the same lights to make comparisons.

    best skin quality (may anyway differ a little from iray in some cases):

    1. material option = bsdf
    2. daz translucent cycles mix factor = 0, that’s the default this way it uses the volumetric skin
    3. cycles light paths = full global illumination

  3. Alessandro Padovani

    note for @Thomas.

    We may want to provide better names for the daz translucent group. Actually it’s not clear what the mix factor does. Below it’s a suggestion.

    Also please note that ior and anisotropy are not connected for burley, they only work for random walk. And since the sss method is not selectable as input we may set those values as default inside the daz translucent group, ior = 1.4 and anisotropy = 0.8. That the user can then change together with the sss method inside the translucent group.

  4. Thomas Larsson repo owner

    The sockets have been renamed to emphasize that they only matter for SSS. However, it is not a good idea to remove ior and anisotropy as external sockets. We can load several materials using random walk with different values of ior and anisotropy, but if they are set inside the group they are all forced to be the same, since only a single instance of the node group is created. Granted, we would have the same problem if we want to use different SSS methods for different materials, but that seems more unlikely.

  5. Alessandro Padovani

    Commit 2965667 works fine as for the sss channels.

    Marked as invalid since this is not a bug and I'd like to keep track of the bugs fixed.

  6. Chuki Cicha reporter

    So it’s supposed to work fine if I don’t use sss? How can I disable it? or what can I do? on the global settings it only changes the SSS method I suppose, it is set to Random Walk, is it better if I change to Christensen?

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