Well damn! I did a big response to Quinlor, and it must have timed-out. The general thrust was... 1) The spots at 45 degrees is to just add noise. I noticed that at 45 degrees, skin pigments seems to be spottier. You fresnel is similar to Riev's on www.cgtalk.com. I experimented with that technique but couldn't get the outcome I was looking for. 3) I assume you are using a ramp to achieve this? I used the ramp for a month or two (it's consistent with the Stahlberg method), but it required too much tweeking for different lighting conditions. I have have a set of nodes which get the dot product between the light angle and the poly angle and add ambient and diffuse red as the angle decreases. 4) This is the area I need to work on most. I was pluging an edgeblend into the blinn node, and got good results in some light conditions, but others looked poor, so I stopped using it. Tell me more about the velvet shader trick..... Displacement mapping: Played around with it a bit more today, and have worked out that the problem is in the concave areas. I thing displacement mapping in general does not work well in this situation. Example attached.
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