Support for Metallic Flakes

Issue #1520 resolved
Maneki created an issue

I have a make-up product which applies metallic settings and a mask to my G9 characters. Currently it seems to get completely ignored. I don’t have metallic on my G9 after import in Blender nor I can find the mask anywhere.

Comments (21)

  1. Alessandro Padovani

    No metallic flakes is not currently supported. This is not a bug but can be a feature request. Feel free to contribute if you have any idea how to do that in cycles because I don’t.

    Also this is not limited to G9 but any figure since it is shader related.

  2. Maneki reporter

    So far my only solution would be mixing diffuse and glossy and multiply it with the mask. It’s not really metallic FLAKES but it at least gets most of the visuals to the character in Blender. I guess if metallic flakes on a character is enabled you could use this node group for the weight value.
    For the flakes themselves and bump I’m thinking about maybe adding a noise texture but it’s hard to convert the Daz settings into some noise texture settings.

  3. Alessandro Padovani

    I have a very hard time figuring out how to do the metallic flakes density. In daz studio we can set the density of the noise but in blender the noise texture doesn’t support density.

    Any idea ?

  4. Maneki reporter

    @Alessandro Padovani https://www.daz3d.com/twizted-face-makeup-mr-for-genesis-9 is the product, it’s quite expensive at the moment but the highlights just change the metallic options and add a simple mask to the strength. You could just make one very quickly yourself.

    In terms of density I was thinking noise scaling but I guess that’s “flakes size”. One way to achieve density would be a color ramp but that’s not really what we would want I think.

  5. Alessandro Padovani

    Nope a gradient won’t do. I am experimenting with a low frequency noise masking a high frequency noise but so far no decent rersults.

  6. Alessandro Padovani

    Ok I believe I got it.

    This is not perfect but it came out better than expected. Also credits go to Maneki for helping with useful ideas. I’m including two daz scenes with the uber and pbrskin versions and one blender scene with the daz flakes custom group that can be used as reference.

    Below it’s the setup and parameters conversion from iray. The color effect is as usual, the group is placed after diffuse and before glossy. @Thomas Larsson let me know if something is not clear.

    # DAZ Flakes is placed after diffuse and before glossy
    daz diffuse > daz flakes > daz glossy
    
    # DAZ Flakes parameters from uber
    fac = Metallic Flakes Weight
    
    color = Metallic Flakes Color
    roughness = Metallic Flakes Roughness
    strength = Metallic Flakes Strength
    distance = Metallic Flakes Size / 100
    
    scale = 20 / Metallic Flakes Size
    from min = (1 - Metallic Flakes Density) ** 2
    
    # DAZ Flakes parameters from pbrskin
    fac = Metallic Flakes Weight
    
    color = Metallic Flakes Color
    roughness = Metallic Flakes Roughness
    strength = 1
    distance = (Metallic Flakes Size * 0.005) / 100
    
    scale = 20 / (Metallic Flakes Size * 0.005)
    from min = (1 - Metallic Flakes Density) ** 2
    

    Below there’s an example conversion, first iray then cycles.

  7. Thomas Larsson repo owner

    This should be implemented in last commit.

    There are more nodes between diffuse and glossy. I put the nodes in the following order:

    translucency > diffuse > subsurface > makeup > flakes > overlay > glossy/dual lobe.

  8. Alessandro Padovani

    Commit b195e61 works almost fine but there’s a couple bugs.

    bug. fac factor. The fac factor is ignored if there’s a texture driving the fac. The other textures for color and roughness work fine.

    bug. overlay. As for the chain order the overlay and makeup are the same thing so flakes comes after overlay and before glossy. Another bug is, if there’s overlay then the flakes group is not generated. Test scene included flakes-overlay.duf.

    translucency > diffuse > subsurface > overlay/makeup > flakes > glossy/dual lobe

    @Maneki You’re welcome and thank you for helping with this, please test your makeup assets and let us know if it works fine.

  9. Thomas Larsson repo owner

    The last commit should fix the problems, I think. But you mean that overlay and makeup are mutually exclusive, not overlay and flakes? Otherwise I don’t get it, since both overlay and flakes are available in DS at the same time.

  10. Alessandro Padovani

    Yes I mean overlay and makeup are the same thing and mutually exclusive in that they serve the same purpose in different shaders. Commit da4fb74 works fine, thank you Thomas for implementing this nice improvement.

    If @Maneki has nothing to add we can close as resolved.

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