Dead_Reckoning opened this issue on Feb 08, 2009 · 12 posts
IsaoShi posted Sun, 08 February 2009 at 1:59 PM
Well, to be fair it does also depend on how you are lighting the scene. True, this is a very crude skin shader, using just the PoserSurface built-in diffuse and specular settings; but with appropriate lighting it might look somewhat better.
I would guess that your main (front) light has a strong specular content, adding to the built-in specularity and giving the really plastic look. It might be worth turning off the specular content of your main light (leaving the skin shader as supplied) and see what results you get then, if only as an experiment.
By the way, reducing the Highlight value actually sharpens any reflection you may be getting, making the surface appear smoother. Materials like glass and chrome have very smooth surfaces (low Highlight values) and so produce sharp reflections. Skin/paper etc. have many surface imperfections (higher Highlight values) and so produce more diffuse (spread out) reflections. The Highlight value is not how much reflection you get, but how spread out it is due to small imperfections on the surface.
Izi
"If I were a shadow, I know I wouldn't like to be half of
what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki
Murakami)