Translucent Material: How to better increase the translucency? (Cycles)

Is there a way to increase the translucency of my ant? 

Please have a look at the screenshot. It seems as though I am not getting the results similar to the video. Would this be an HDRI setup problem? I am using the same HDRI here, and I wondered if I am missing an additional lighting such as the sun or area lighting! Thank you for the help in advance!



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  • Shun Saiki(leifdux) replied
    Update 1: First Render

    After setting the Transmission to 1.000 and directly shining an area light towards the ant, here is the first render result.
    This was done with Full Global Illumination settings in the Light Paths.

    I wonder if I can get more of the effect with the Transmission? It seems a little too opaque to my liking, and would like to get closer to glass.
    Would enabling the Subsurface Scattering help in the BSDF?

    render-2.png


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  • Martin Bergwerf replied

    Hi lleifdux ,

    Have a look at the Roughness in the Principled BSDF, that might be set too high.

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  • Shun Saiki(leifdux) replied

    Hi spikeyxxx! Thanks for the helpful reply! By adjusting the roughness, I was able to achieve a better translucent effect, thank you!
    Just wondering now, I wonder what are those specular dimples on my head and the abdomen? Is this the result of the topology?


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  • Martin Bergwerf replied

    Not sure....

    Apart from possible inconsistent Normals, I don't think it's a Mesh issue. Maybe experiment a bit with different lighting, to see if that's causing it.

  • Shun Saiki(leifdux) replied

    spikeyxxx

    Okie, thanks for checking out the issue. I have reduced the IOR a bit and it reduced the specular dimple and allowed it to see a bit more components on the inside.

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  • Omar Domenech replied
    This is a tricky one, because it all depends on an interplay between where you put the camera, where you put the lights and the material. What I like to do it create a test camera, tests lights and move them all around to get grazing angles where the properties of the material can really come about. Because you have to really create the conditions for the shader to show its properties and that's usually with light concentration. I like to use point lights set to be little and cast sharp shadows, and move to camera to a place where the light shines through the object. Keep in mind that not all composition (meaning the layout of your scene) will show what you want to be shown. For example the way your scene is right now, no matter how much you tweak things, it'll be super hard to see SSS or translucency. That is why you need to experiment.
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  • Shun Saiki(leifdux) replied

    @Dostovel Hi thank you for your input!
    I see, I guess I didn't really consciously think more about how the camera, light and material would determine the final render.
    I took your advice and focused on light concentration with point light and how the light would bounce towards the camera, and here is the results of it.
    Please feel free to let me know what you think, and how I could improve!

  • Omar Domenech replied

    It's looking good. Perhaps the only feedback is that the light feels very powerful and it is washing away the image in light, flooding it almost and blowing the white out past 1, what is called clipping I believe. You can see there is a very sharp shadow below the mecha-ant, perhaps softening it up a little could also help. 

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  • Shun Saiki(leifdux) replied

    @Dostovel
    I was able to introduce softness of the ant's shadow but since it decreased the translucency of the ant, I decided to change the rotation of the HDRI, change the backlight angle, introduce a hidden key light, and change the camera angle. Also, checked the brightest parts if the alpha was past 1 (on the render preview it doesn't seem so, not sure if this is accurate measuring).

    6 at 0.14.26-min.png


  • Omar Domenech replied

    Don't worry, lighting is a lot of trial and error. In the end you try and try and try, you change and change, you experiment and experiment, and it'll never be perfect, and eventually what we do is just let go and abandon it all. Like the great quote says:

    Never-Finished.png

    One mistake we often do is we want to show everything, we want to show the translucency, every little thing we modeled, that little detail we put in, but the truth is we have to learn to let go in service of the best framing and composition. If you want to showcase your work, you don't have to do it in a single image, you can have multiple cameras and multiple light setups that accentuate different parts of your model and have a couple different renders. 

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