Just wondering what's considered the norm. I know that plugin has some compatibility issues and bugs, but I don't notice the usual giveaways like the grey patches or Embody pov bugging out when viewing videos and screenshots from other vam users.
How do you get around skins in VaM looking greyish and generally lacking color? I've been using SS but the combination of issues it has with a few other frequently used plugins and clothing items/scalps having grey spots has me second guessing if it's worth continuing to use. I look at images in the media tab and there are some great shots, but none of them say what plugins they used to achieve the shots, so I can't tell if people are using SS or something else to have their characters with skin that doesn't look so mute.When SSS was first introduced in Daz Studio, it was derisively referred to as "Lava mouth" because too much light was shining through the skin texture near the mouth. It can be a subtle effect, or it can be a hot mess, literally. You don't really need it, IMO.
How do you get around skins in VaM looking greyish and generally lacking color? I've been using SS but the combination of issues it has with a few other frequently used plugins and clothing items/scalps having grey spots has me second guessing if it's worth continuing to use. I look at images in the media tab and there are some great shots, but none of them say what plugins they used to achieve the shots, so I can't tell if people are using SS or something else to have their characters with skin that doesn't look so mute.
LUTs can improve the lighting too, but I'm not a fan.
Thanks, gonna have to get better with lighting and adjusting skin tone then. Getting good at scene lighting is going to be a trial of its own lol.99% of shots that look nice are because of:
All the friends in the community doing nice shots do not use SSS.
- Light
- Skin color tone
- Light
- and light
Generally when you're aiming for a specific tone in the light, you adjust skin tone based on that, and vice versa... or both. You can adjust light and skin color. No fancy shader is gonna make a bad/average lighting look good. It could compensate in some situation, but SSS is not gonna make shots look great magically.
The SSS plugin page is actually a great example... even tho I respect the work involved in the plugin itself, none of the shots "demoing" the plugin look remotely close to nice.
Thanks, gonna have to get better with lighting and adjusting skin tone then. Getting good at scene lighting is going to be a trial of its own lol.
The 'dots' actually follow the Vertices' patterns (based off of the G2F's). In other words, it's as if the Tessellation effect cannot actually completely 'fill in' or be fully layered on top of the G2F frame, and pixel-sized portions of the non-Tessellated frame "below" the skin show through for literal fractions of a second, in and out, and can be seen very well as I said given specifics (if you're zoomed out enough, it's possible to completely miss it and think it's not happening at all).
The only issue I really had with subsurface scattering besides incompatibility with other plugins such as Embody's pov was the grey/black patches it has when using some hair scalps and clothing. Generally I found it makes skin look better without needing to master lighting in a scene, but the fact that the plugin causes the grey spots with hair and clothing is what made me question whether it was worth keeping. You haven't ran into that issue? By chance, are you using PostMagic's bloom when experiencing the pixel/dot flashing? That's the only time I encounter that particular issue, and turning off bloom in PM 'fixes' it.I use it yeah, but mostly because of the Tessellation rather than the actual Subsurface effect; although I do keep a subtle amount of Subsurface effect active, just adjusting the values to a low amount. What I do like about it is that it can truly help improving / changing the overall skin tone of a character especially when the Diffuse textures aren't vibrant (but it's very situational, and not that common). I generally use it for making my renders though, rather than scenes with too much going (albeit the performance isn't really impacted by much, and I'm still on my 3080 12GB, and SSS by itself isn't bringing the performance to its knees or anything dramatic; however, if adding that on top of a long list of plugins for complicated scenes then yeah, at some point it's an extra that can impact performance).
With all this said, however, it does have one issue that - from what I can tell - cannot actually be fixed due to Unity engine-related limitations (maybe, I'm no expert). It's not about the SSS effect itself, which is the ironic part of it. It's actually about the Tessellation part of the plugin (which is optional, so just not using it is a way to 'fix' the problem; but the author himself cannot fix it, it's Unity-related, or so I think from what little info I could find on the subject). If using Tessellation (either from the SSS plugin, or any other plugin which also applies Tessellation) then given specific camera distance from the character, and given specific types of lightning in the scene, there will be very little - single pixel-sized - white and/or black 'dots' constantly flashing in and out of existence onto the surface of the skin. The 'dots' actually follow the Vertices' patterns (based off of the G2F's). In other words, it's as if the Tessellation effect cannot actually completely 'fill in' or be fully layered on top of the G2F frame, and pixel-sized portions of the non-Tessellated frame "below" the skin show through for literal fractions of a second, in and out, and can be seen very well as I said given specifics (if you're zoomed out enough, it's possible to completely miss it and think it's not happening at all).
I tested this multiple times and it's very repeatable. I did talk to Hunting Succubus about it, and according to what he told me about it, from what I could understand, is that Tessellation cannot be made any 'better' or any more precise right now in VAM (at least not in VAM 1.x, maybe in 2.x this problem will be completely gone; not to mention that the polygonal count and overall frame complexity of G8F is so ahead of G2F that Tessellation could be completely useless in VAM 2.x anyways).
So yeah, that's the only true "issue" for me, with the Subsurface plugin (then again, it's only related to using Tessellation as I said; the actual Subsurface effect itself works well and can make a big impact on coloration in specific types of scenes or character skin tones, with problem lightning and LUTs it can absolutely add some 'oomph' to my renders.
The only issue I really had with subsurface scattering besides incompatibility with other plugins such as Embody's pov was the grey/black patches it has when using some hair scalps and clothing. Generally I found it makes skin look better without needing to master lighting in a scene, but the fact that the plugin causes the grey spots with hair and clothing is what made me question whether it was worth keeping. You haven't ran into that issue? By chance, are you using PostMagic's bloom when experiencing the pixel/dot flashing? That's the only time I encounter that particular issue, and turning off bloom in PM 'fixes' it.