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Digital Emily 2.1

In the short while since the Digital Human League released Digital Emily 2.0, a lot of additional work on the existing data has been done to refine and tweak it for better results. In additional to the tweaks we have gotten feedback requesting more information, formats, and corrections. We have combined these changes into Digital Emily 2.1

Renders and reference of Emily 2.1


Download the data here

Changes from Digital Emily 2.0 to 2.1

  • Skin
    • All SSS shaders now use the scatter GI option, for more accurate shading and lighting.
    • Filtering was turned off on all texture reads. Maya by default filters all the textures. This had the greatest effect on the quality of all displacement maps.
    • Displacement was switched from view dependent to object space. Therefore, in V-Ray, we make sure that the geometry is displaced down to 0.001 cm (10 microns), and no normal mapping tricks are used by the renderer.
    • Adjusted the two lobe specular to be a 60% / 40% split and tweaked the individual glossiness levels.
  • Textures
    • Painted out the specular values of the brows in the raw maps to remove the shine from the hair.
    • Extended the meso and mico geometry displacement to the neck and ears.
  •  Eyes
    • The external shell of the eye is modeled based on the photo reference of the subject to match the cornea shape and size.
    • Shader on the external eye geometry is built using a ramp controlled shader that allows control over the width of the Iris by manipulating the transparency of the sclera and cornea.
    • The inner eye geometry is textured with an oversized iris texture and red flesh colored textured.
    • The inner eye geometry is a shelled mimic of the external geometry. This allows the scattering of the inner eye to act more like a biological eye.
    • The Iris in the new inner eye geometry is an actual hole, acting like a true light trap. This also allows for the eye to create a true “red-eye” effect when the light is lined up with the camera – another real eye effect.
    • The textures have new diffuse and bump – all based on high quality reference photography taken in a controlled environment.
  • Formats
    • The Alembic data now has proper UVs.
    • We have added an OBJ version.
    • The Maya scene file now includes cameras that match the reference photography and have a light that matches the flash light in the reference.
    • A 3dsmax version is coming soon.

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