Hi, this is my first post on this forum, can someone please help me making a realistic skin shader??
This guy below is the project I am working on, as you can see the shader i’ve created don’t looks so good, there is no ear back scatter etc.
My first skin shader in corona, I worked mostly in architecture visualization before so i am a newbuy in charatcer visualization in corona.
You need to use Absorption, Scattering and translucency (and reflection, obviously) option inside the CoronaMtl.
Rendertime is so high because my old machine (I7 970), big arealight (TOP) and because… translucency is slow
you have totally right but i’ve modeled the face a year ago and if I change the mesh i have to repaint it all, i am thinking seriously to put an helmet on
6.818.374 polys, my intel integrated card is screaming, lol
All the fur, all the beard is geometry, the armor is a decimated mesh without any displacement or normal maps and the face have a 4k displacement on it
ah, i have another issue, if i set the displacement to 2px it render instantly, if I try to go down like 1.5 it become very slow and it take hours to start the initial pass, any advice to get a good displacement without taking all that time?
2px to 1.5px in displacement has impact to RAM but imho it wouldnt be that far different (take hours with single character rendering). Did you receive a warning about running out RAM? Because low RAM can kill the rendering parsing time
Haha, i hate the time when i face a low RAM problem too
if i’m not wrong i remember that somewhere here one of corona team said he is planning an improvement of memory management or something like that