Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 27 9:24 pm)
What exactly do you mean ? Edges ?
Outdated gallery over at DeviantArt
Fics at FanFiction.net and Archive of Our Own (AO3)
Know nothing about shaders (P4 user) :(. So sorry :(
Outdated gallery over at DeviantArt
Fics at FanFiction.net and Archive of Our Own (AO3)
Attached Link: http://www.enmeshed.com/shadermagic/
Try adjusting the Ks value.If you haven't seen the Enmeshed "Shader Magic" tutorial, check it out. It explains what a lot of these settings do.
The real skin shader in the market place is a python script which automates the tutorial that face_off has on the web. So you can duplicate the same results without having to buy the script, you'll just have to do it all by hand and tweak the settings to get the effect you want. Hopefully face_off will see this thread and he can tell you where that website is.
Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=2036215
I think the link you want is in the linked thread.Anxcon..... 1) The reason it looks great at night and then like junk the next morning as because something happens to your "eye for realism" when you work a long time on an image without a break. That explains some of the poorer renders in my gallery :-) Too many hours in one hit. I now /never/ post a render at the end of a long day - always have a fresh look at it the next morning. 2) What's wrong with your render? A bit hard to see at this resolution. But firstly - you haven't got shadows on, so there is a nasty highlight under her right jaw. The specular looks off in general. I take it you are using the P5 skin shader node - a good starting point. From experiments (and what's coded into the latest HyperReal/RSS scripts), specular is dim, tight and narrow on skin facing the camera. Skin facing parallel to the camera has highlights that are blown-out, bend around corners, and bright. This is more current than what you'll find in the tutorial. Complicating all this....the decree of tightness (for perpendicular polys) and looseness (for parallel polys) seems to differ for each person, depending on make-up skin oiliness, age etc. How do you code this into the P5 skin shader node? Maybe some edge_blend nodes incorporated with randym77's suggestion?
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