bagginsbill opened this issue on Apr 23, 2008 ยท 2832 posts
bagginsbill posted Fri, 05 December 2008 at 4:34 PM
RobynsVeil,
We have a bit of confusion and it's mostly my fault. I told you to connect your blenders to the PM:Tint node. That node is ok for tinting, but not for replacing the color. It is used as a multiplier on the original color map.
You want to completely replace the color fo the skin, and we have to hook into a different place to do that sort of thing.
The Blender node does perform 100% replacement of one color with another when the mask is white. The problem we have here is that the color we're replacing is the tint color, not the actual skin color. Whatever we're connecting into the Tint node is just being multiplied and that can never completely replace the existing skin color.
We have to hook into the process before tinting occurs - right in front of the Color Map.
If you scroll right on the PR3 shader you'll find the color map. You have to hook into it in two places.
The Color Map connects to a Comp node and to a Color_Mul node. You need to connect your eyeliner Blender directly to the Color Map. Then you need to connect that to the two places the Color Map is currently going. Then you'll be completely replacing the color according to the mask.
But even that isn't going to totally work, because after that I apply spots. You don't want me to put the skin spots on top of your makeup color - you want me to leave that alone. Which means we need to replace the color in another place.
But then we will have bypassed the SSS component calculation, which means that it will still apply sss (redness) to the area which actually is covered by makeup and would not reveal any subsurface scattering.
All in all, I think you'll want me to make a new shader with the proper plug-in points for makeup.
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