Maxxxmodelz, I agree totally with you. Nebula, the node configuration looks something like the image above. I haven't expanded the nodes, because a) they wouldn't fit on the picture, and b) it's very WIP, and I'd hate to say this is the solution, when in reality every render I currently do experiments with something new. The node setup from top to bottom is.... First 2 colour maths subtracts from the texturemap the combined spots and the fresnel effect. The next colour maths combines the following two spots - one for larger black spots, and the other for almost undetectable small spots. The next maths function multiplies to edge_blends to form the fresnel effect. The colour_ramp add various reds and blue to the ambient. The final 4 nodes make up the specular. This is a simplification on Stahlbergs method but achieves a similar effect, although a lot more work is need here. The bump map plugs into the colour of the blinn. The edge_blend effect the eccentricity. The maths function just add a little to the bump and probably should be ignored. And yes, I did write a python script to create this. The setup screen is on the right. It is very WIP at the moment. At one stage I thought it would be worth releasing, however the more I delve into this area, the more it seems we don't know! So I'm not really sure if it will ever be ready. And I don't know if it is a "one solution fit all" issue.
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