Human Generator is an excellent add-on to generate human characters in Blender. However, while the product is of excellent quality, users struggle with getting good renders. Because I believe you can get excellent results in EEVEE, this article aims to get the best out of Human Generator in EEVEE.
Let’s start with this render, which is not too bad.
We see at least specular reflections in the above render, but not that much. I believe it is good to have them. You see it on the lips, eyes, tip of the nose, and a bit on the left side of the face. We also see a playful shadow, which is good. We will fix the sharp gloss on the lips and play with the lights. But first things first: Plausible Albedo values for Skin and Calibration of the scene.
Plausible albedo values for Skin
Unfortunately, it is tough to find plausible albedo values for the skin, and of course, it is a range and not a single value. The point is that you get yourself reasonable values or materials for skin and get that into Blender. I made a color ramp with the colors found by Felix von Luschan. Anyway, place a plane in the scene with a diffuse color of which you are sure it has a good skin color. In the video, you see what I mean. (If the video is not here, I post it later). The human generator has different maps for skin, and the female_skin_light_851104_4K.png comes close to a match.
I put the following values for the skin female_skin_light_851104_4K.png (Which might be slightly different in the video):
- Tone 1.0
- Redness 0.5
- Roughness multiplier: 2
Calibrate your scene with false color
Before I design a shader, color, or light setup, I start with a so-called mid-grey scene. That gives me a reference and gives more consistent results when doing this every time. In the scene, you put a plane with the color: r: 0.18, g: 0.18, and b: 0.18. In other words, it is white, but then you turn the value to 0.18. Keep the Exposure and Gamma settings in color management on default settings. Then use false-color (in flimic dropdown) and adjust the strength of the lights so that you see a gray band or ring. It is hard to get it, but if you see green then you know that you are close. When you turn back on Filmic (turn off false color) and render the plane, then you should see mid-grey in your render. So now we have a reference point and know what we see. Here is the render in mid grey scene.
- Subsurf scattering: on
- Dark Areas: 0.1
- Light Areas: 0.6
- Beauty spots fully open: 1, but transparency 0.2 (I use it to give light variation on the skin)
- Age: 0.1 and wrinkles: 0.3
- Makeup. Foundation: 0, Blush: 1 but put the value lower, Eyeshadow 0.5 put on dark blue
- Eyes: Sclera Color: value 0.85. In the Node: layer weight: 0.25. Roughness: 0.1
- Hair: Here I used Medium Side Part. Leave settings
- Hair Material: Fast in EEVEE.
- Hair material: Lightness 0.35, Redness: 0.36, Rough: 0.3 (I did it differently in the video)
- Pepper and Salt: 0.05
- Clothing: weekend warrior. Shirt 8E5A51 (forgive me the hex value here). And 4F6E90. Basically: put the values lower. See video
- Any footwear
Use DOF, for the camera, and in the compositor a little bit of bloom or maybe also a tiny bit of dispersion.
Where to get HUMAN GENERATOR
You can get human generator on Blender Market.