Forum: Poser - OFFICIAL


Subject: V4 Texture recommendations sought

carodan opened this issue on Dec 12, 2009 · 32 posts


kobaltkween posted Sun, 13 December 2009 at 4:56 PM

Quote - T

  1. If I'm going to include some form of environmental reflections in my shader setup, how might this affect my diffuse and specular maps?

i'm totally not an expert, and i'm very sure that bagginsbill has a more efficient way now, but after mucking around in some Matmatic scripts, i'd say treat it like any other reflecting material. 

  1. Define your specular with Blinn using some sort of shine control.  Try a combination of maps and variable because it's easier to to make a spec map on a 0 to 1 scale than try to work in the more limited space of 0 to randomShineMax scale.
  2. Define your diffuse, incorporating SSS
  3. Adjust your diffuse to be less than 100% and multiplied by 1 - specular
  4. Create your reflection, whether with a reflect node or a faked image.  don't forget to anti-correct if you use an image.
  5. Blend your diffuse and your reflection according to the most accurate and applicable bagginsbill Fresnel approximation you can find multiplied by a shine control
  6. Add the specular to that
  7. Correct the whole thing

sound good?