YngPhoenix opened this issue on Feb 12, 2006 ยท 29 posts
bagginsbill posted Tue, 14 February 2006 at 1:46 PM
Indoda - Are talking about my big spaghetti shader for improved SSS? That one does not use the ordinary diffuse or specular channels at all, so plugging in there and setting to .1 would mess things up. As you can see, you have too much specular now. To apply the nostril node into my complex texture do the following: 1) Add the nostril 2d Image node. 2) Find the Simple_Color node that connects to the Spots node. 3) Connect a Color_Math node between the Simple_Color and the Spots. 4) Set both colors on the Color_Math to white. Set the Math_Argument to "Multiply". 5) The first color on this multiply should connect to the spots. 6) The second color on this multiply should connect to the nostril image node. 7) Find the Specular and Blinn nodes (near the bottom I think). Connect the nostril image node directly into the Specular_Color of those two nodes. What this will do is darken the texture and prevent specular highlighting. For V3, this modified texture should go on the materials for "SkinHead" and "Nostrils".
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)