mihoshi1de opened this issue on Aug 07, 2010 · 15 posts
bagginsbill posted Sat, 07 August 2010 at 3:56 PM
Load into face material an Image_Map node with the nose mask.
Add a Math:Subtract node to produce 1 - nosemask. This is the not-nosemask.
*** Split instructions here: Goal is to disable diffuse reflection where the nose is.
Typical Case: If Color is connected to PoserSurface node Diffuse_Color, your skin shader is using built-in Diffuse. Connect the not-nosemask (Math:Subtract) to the PoserSurface DIffuse_Value.
Other Case: If Color is connect to an explicit DIffuse, Clay, Toon, Velvet, or other type of diffuse lighting node, find the equivalent to Diffuse_Value on that node and connect the not-nose mask to it.
In either case, you are trying to get the skin color to be normal except where the nose is. There we want it black.
*** Merge back to common instructions.
Add a Reflect node connected to white Reflection_Color.
Connect nosemask to .8 Reflection_Value.
Now we must deal with specular. Skin has broad-weak specular, metal has tight-strong specular.
We could use a single Blinn node and modulate all three parameters, but the easier way is to use two different Blinn effects and blend them via the mask.
Do as I've done here, but the first Blinn should be whatever you already have if you have a Blinn node. If you do not already have a Blinn node, and your shader is using the built-in specular of the PoserSurface, turn it off via Specular_Value = 0 and add a Specular node with the same settings and connections as you had on the PoserSurface built-in specular, and use that as the first input to the Alternate_Specular Blender.
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