3 ms·
For me it's the skin. Although it has gotten much better with the subsurface scattering, it's still looking a bit plastic-y.
by shard 6y ago
For me it's the skin. Although it has gotten much better with the subsurface scattering, it's still looking a bit plastic-y.
- taneq 6y agoSkin's one of those things that is WAY more complicated than you think at first glance. It's translucent, soft, anisotropic, specular, layered, with tons of structured fine detail. It doesn't move right unless the fat, muscle, ligaments, tendons, and bones underneath are modeled right and controlled right. And it's one of the things that we innately spend huge amounts of mental processing power on analyzing. It's no wonder it's hard to render convincingly.
- prox 6y agoYou’re forgetting weathering on skin. Some parts get more sun, wind, rain, scars or other marks, we build it up during a lifetime. Good painters knew how to convey these effects, they often lack in shaders.
- retSava 6y agoYeah, people wearing too much concealer put them right into uncanny valley too. Like a "bad shader cosplay" kind of thing. And it's one of those things I don't get (or, I do get it, but I disagree with) - I think imperfections and character are things to be celebrated, not hidden and removed.
- chaostheory 6y agoAgree. The first examples looked great with the given lighting, but once you scroll down you see video game characters again.
- whytaka 6y agoI think the problem is that there are no fluids or oils on the skin. The lighting and texture is configured to mimic these excretions but they aren't the excretions themselves and we notice the lack of presence.