chaylastorm opened this issue on Aug 12, 2009 ยท 10 posts
IsaoShi posted Wed, 12 August 2009 at 9:09 AM
(edit) I didn't see Acadia's post. It's worth checking for a 'feathers' material zone before reading the below. I just assumed there would not be one!
The picture opens larger when you click on it... we can see the settings okay.
Are the 'feathers' those areas on the back that have displacement?
So you want a different appearance for those parts, but they are using the same material as the rest of the body (it appears). In this case, you will need to use a map to apply a different shading to just those areas.
A good place to start might be to use the displacement map itself to drive a Blend node, with one input being the base coat colour and the other the required lighter feather colour. Then plug the output of the Blend node into the Velvet_Color channel of the Velvet node (and change the Velvet_Colour to white).
If the base colour of the displacement map is not black, but say a mid-grey, you will need to subtract 0.5 from the map before plugging it into the Blend node. This will stop the feather colour blending into the base coat areas.
"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)