> Quote - Vestmann - The shader you see in the skin ball above is one I built in a couple minutes, rendered, and then deleted. When you make shaders every day for 5 years, there isn't any point in keeping them.
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> However, it was built up using the 3-node building block you see above, where I used the Freckle Mask.
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> You build a node (or nodes) that produces some effect. You plug that into a Blender, second value. The first value should be what to use when the effect is off.
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> Then you connect the mask or control map or whatever to the blending value of the Blender.
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> For two effects, you run them in series. Take the output of the first effect as the base input of the next effect. That's how I made the skin ball. There was the base color going into the first effect. That effect was a small Spots node with some pink spots. The next effect was some veins made with a vein map. The next effect was freckles, which are larger Spots that are orange-yellow.
Sorry Baggins, I didn't see this post from you. I've started experimenting with the VSS skin shader (don't know if that's a good idea or not).
I switched the color map for a diffuse node that's set to a white color and I've started adding nodes to that as well as the PMC:Color Tint node but I'm assuming that is wrong. I´ll take a better look at my blender nodes and how they are setup.
The problem for me that while I can make control maps I'm still a total newbie when comes to using Poser nodes for veins, freckles etc.
The image above only uses procedural nodes and control maps for the face and lips. I know it's far from looking good but I´m just testing and learning at the same time. When I have a better blender node setup it should get better.
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