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Digital Emily 2

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  • Digital Emily 2

    I recently listened to the chaos group laboratories CG Garage podcast with Paul Debevec and downloaded the Digital Emily 2 files that were posted by ICT for people to experiment with.

    The files are located here

    http://gl.ict.usc.edu/Research/DigitalEmily2/

    Has anyone else started playing around with these files? I tried loading the vrayosl material but it didn't seem to work for me but I'm not using sp2 yet so maybe that had something to do with it.

    So now I'm going to try to build the shader just using vray fastsss2 or vrayskinmtl.


    And if you haven't listened to any of the CG Garage Podcasts I would recommend them too because there are some really great interviews with industry leaders available there.

    https://labs.chaosgroup.com/index.ph...arage-podcast/

    V Miller

  • #2
    I'm doing some head stuff at the mo - that's more maps that I've seen used by a lot of other artists so it'd be interesting to compare their "correct" data input versus the less maps but more hand tweaking approach.

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    • #3
      There is a bug in the version of LLVM that we use currently that causes the OSL shader to crash. We have a fix for this, but it's not in the builds yet. Other than that, the shader is not really complicated and vrayfastsss2 will work well.

      Best regards,
      Vlado
      I only act like I know everything, Rogers.

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      • #4
        Thanks Vlado for the information concerning the OSL. I'm not too familiar with the guts of alembic files but when I import it into max it doesn't have uv's. The only way I was able to get the uv'd version was to load the .ma file in maya and export out an fbx.


        Does alembic write uv info to channel 0?

        Thanks again,

        V Miller

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        • #5
          Just out of curiosity, what would be the best way to mix say the regular displacement with the micro displacement? Comptex or just composite map? Neither? Realistic skin is one area I've never really delved into, but I've been curious.

          Also, would we need to blend two SSS2 shaders to replicate the "A phong" and "B phong" speculars?

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